Difference between revisions of "User:JuliaCat/test"

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<div class="mw-collapsible">
 
== Stat Graphs ==
 
== Stat Graphs ==
 +
<div class="mw-collapsible-content">
 +
=== Cooking Speed ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.01)
 +
*** (0, 0.4)
 +
*** (20, 1.6)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Cooking Skill Points|yAxisTitle=Cooking Speed Multiplier|type=line|x=-20, 0, 20|y=0.01, 0.4, 1.6|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Market Value ===
 +
==== Item Hit Points ====
 +
* '''Parts:'''
 +
** '''StatPart_Health:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.0, 0.0)
 +
***** (0.5, 0.1)
 +
***** (0.6, 0.5)
 +
***** (0.9, 1.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hit Point Percentage|yAxisTitle=Sell Price Multiplier|type=line|x=0.0, 0.5, 0.6, 0.9|y=0.0, 0.1, 0.5, 1.0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.5)
 +
***** (13,0.9)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Sell Price Multiplier|type=line|x=3, 13, 18|y=0.5, 0.9, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Surgery Success Chance Factor ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.75)
 +
***** (0.50,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Surgery Success Chance Multiplier|type=line|x=0, 0.50|y=0.75, 1.00|yAxisMin=0.75|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Melee Hit Chance ===
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.05)
 +
*** (-10, 0.10)
 +
*** (0.0, 0.50)
 +
*** (10, 0.80)
 +
*** (20, 0.90)
 +
*** (40, 0.96)
 +
*** (60, 0.98)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=-20, -10, 0.0, 10, 20, 40, 60|y=0.05, 0.10, 0.50, 0.80, 0.90, 0.96, 0.98|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.05)
 +
***** (12,0.8)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Melee Dodge Chance ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (5, 0)
 +
*** (20, 0.30)
 +
*** (60, 0.50)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Dodge Chance Percentage|type=line|x=5, 20, 60|y=0, 0.30, 0.50|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Shooting Accuracy ===
 +
* '''Post Process Curve:'''
 +
** '''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)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Shooting Skill Points|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=-20, -10, -6, -4, -2, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 40, 60|y=0.70, 0.80, 0.83, 0.85, 0.87, 0.89, 0.93, 0.94, 0.95, 0.96, 0.97, 0.975, 0.98, 0.98333, 0.98666, 0.99, 0.9925, 0.995, 0.9965, 0.998, 0.999|yAxisMin=0.70|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Aiming Time ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,1.8)
 +
***** (12,1.1)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Move Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Immunity Gain Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.65,1)
 +
***** (0.8,0.95)
 +
***** (1.0,0.9)
 +
***** (1.2,0.8)
 +
***** (1.5,0.5)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age / Life Expectancy (80 for Humans)|yAxisTitle= Immunity Gain Speed Multiplier|type=line|x=0.65, 0.8, 1.0, 1.2, 1.5|y=1, 0.95, 0.9, 0.8, 0.5|xAxisMin=0.65|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Meat Amount ===
 +
==== Malnutrition ====
 +
* '''Parts:'''
 +
** '''StatPart_Malnutrition:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0, 1)
 +
***** (1, 0.4)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Meat Amount Before Curve|yAxisTitle=Meat Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Leather Amount ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Leather Amount Before Curve|yAxisTitle=Leather Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Arrest Success Chance ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, 0.05)
 +
***** (13, 0.8)
 +
***** (18, 1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Arrest Success Chance Multiplier|type=line|x=3, 13, 18|y=0.05, 0.8, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Global Work Speed ===
 +
==== Light Level ====
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 +
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 +
 +
==== Pawn Age ====
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.2)
 +
***** (12,0.8)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Hunting Stealth ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0.0, 0.0)
 +
*** (0.1, 0.5)
 +
*** (0.2, 0.75)
 +
*** (0.5, 0.80)
 +
*** (1.0, 0.90)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Reading Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.05)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Medical Tend Quality ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0, 0)
 +
*** (1.0, 1.0)
 +
*** (2.0, 1.5)
 +
*** (4.0, 2.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Medical Tend Quality Before Curve|yAxisTitle=Medical Tend Quality After Curve|type=line|x=0, 1.0, 2.0, 4.0|y=0, 1.0, 1.5, 2.0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Meditation Plant Growth Offset ===
 +
* '''Parts:'''
 +
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
 +
*** Radius: '''34.9'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0,  0.0)
 +
***** (5,  -0.08)
 +
***** (10, -0.15)
 +
***** (50, -0.3)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Number of Nearby Artificial Buildings|yAxisTitle=Meditation Plant Growth Offset|type=line|x=0, 5, 10, 50|y=0.0, -0.08, -0.15, -0.3|yAxisMin=-0.3|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Slave Suppression Fall Rate ===
 +
* '''Parts:'''
 +
** '''StatPart_Terror'''
 +
** '''StatPart_GearStatOffset:'''
 +
*** Apparel Stat: '''SlaveSuppressionOffset'''
 +
*** Subtract: '''{{Good|true}}'''
 +
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, -0.5)
 +
***** (13, -0.3)
 +
***** (16, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Shooting Accuracy Multiplier (Child) ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.95)
 +
***** (12,0.98)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Fertility ===
 +
==== Male ====
 +
* '''Parts:'''
 +
** '''StatPart_FertilityByGenderAge:'''
 +
*** '''Male Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (18, 1)
 +
***** (50, 1)
 +
***** (90, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Male Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|yType=number|x=14, 18, 50, 90|y=0, 1, 1, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Female ====
 +
** '''Female Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (20, 1)
 +
***** (28, 1)
 +
***** (35, 0.5)
 +
***** (40, 0.1)
 +
***** (45, 0.02)
 +
***** (50, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
</div>
 +
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 
== Stat Categories ==
 
== Stat Categories ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">

Revision as of 18:40, 3 September 2024

Stat Graphs

Cooking Speed

  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)

Market Value

Item Hit Points

  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)

Pawn Age

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)

Surgery Success Chance Factor

  • Parts:
    • StatPart_Glow:
      • Factor From Glow Curve:
        • Points:
          • (0,0.75)
          • (0.50,1.00)

Melee Hit Chance

Post Process Curve

  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)

Pawn Age

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)

Melee Dodge Chance

  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)

Shooting Accuracy

  • Post Process Curve:
    • 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)

Aiming Time

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)

Move Speed

  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)

Immunity Gain Speed

  • Parts:
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)

Meat Amount

Malnutrition

  • Parts:
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)

Post Process Curve

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Leather Amount

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Arrest Success Chance

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)

Global Work Speed

Light Level

  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true

Pawn Age

    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)

Hunting Stealth

  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)

Reading Speed

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)

Medical Tend Quality

  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)

Meditation Plant Growth Offset

  • Parts:
    • StatPart_ArtificialBuildingsNearbyOffset:
      • Radius: 34.9
      • Curve:
        • Points:
          • (0, 0.0)
          • (5, -0.08)
          • (10, -0.15)
          • (50, -0.3)

Slave Suppression Fall Rate

  • Parts:
    • StatPart_Terror
    • StatPart_GearStatOffset:
      • Apparel Stat: SlaveSuppressionOffset
      • Subtract: true
    • StatPart_AgeOffsetContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, -0.5)
          • (13, -0.3)
          • (16, 0)

Shooting Accuracy Multiplier (Child)

  • Parts:
    • StatPart_Age:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.95)
          • (12,0.98)
          • (13,1)

Fertility

Male

  • Parts:
    • StatPart_FertilityByGenderAge:
      • Male Fertility Age Factor:
        • Points:
          • (14, 0)
          • (18, 1)
          • (50, 1)
          • (90, 0)

Female

    • Female Fertility Age Factor:
        • Points:
          • (14, 0)
          • (20, 1)
          • (28, 1)
          • (35, 0.5)
          • (40, 0.1)
          • (45, 0.02)
          • (50, 0)

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
Offset Label
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
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
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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 30%
      • Bonus Per Level: 8.75%
      • Required: false
  • Capacity Factors:
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
  • Post Process Stat Factors:
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 0%
      • Bonus Per Level: 100%
  • Capacity Offsets:
  • Post Process Curve:
    • Points:

(-20, 0.01) (0, 0.4) (20, 1.6)

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
  • Skill Need Factors:

SkillNeed_Direct">

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

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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: 6%
  • Capacity Factors:
4510
defName: ButcheryFleshSpeed

label: butchery speed

The speed at which this person butchers flesh creatures. - -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: 6%
-
defName: ButcheryMechanoidSpeed

label: mechanoid shredding speed

The speed at which this person can shred a mechanoid for resources. - -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 40%
      • Bonus Per Level: 6%
-
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.
- -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 75%
      • Bonus Per Level: 2.5%
-
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.
- -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: 2.5%
-
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: Royalty Content added by the Royalty DLC
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: Royalty Content added by the Royalty DLC
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: Royalty Content added by the Royalty DLC
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: Royalty Content added by the Royalty DLC
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: Royalty Content added by the Royalty DLC
  • Stat Factors:

Ability_EntropyGain

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
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
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
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
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
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
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
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
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
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
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:
      • Factor Awful: 60%
      • Factor Poor: 80%
      • Factor Normal: 100%
      • Factor Good: 120%
      • Factor Excellent: 140%
      • Factor Masterwork: 170%
      • Factor Legendary: 210%
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:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 120%
      • Factor Legendary: 130%
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:
      • Factor Awful: 84%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 116%
      • Factor Masterwork: 130%
      • Factor Legendary: 150%
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

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) </curve>

    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(3,0.5) (13,0.9) (18,1) </curve>

-
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: Royalty Content added by the Royalty DLC
- 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:
      • Factor Awful: 200%
      • Factor Poor: 150%
      • Factor Normal: 100%
      • Factor Good: 80%
      • Factor Excellent: 60%
      • Factor Masterwork: 30%
      • Factor Legendary: 10%

StatPart_EnvironmentalEffects">

      • Factor Offset Unroofed: +50%
      • Factor Offset Outdoors: +50%
      • Protected By Edifice Factor: 0%
    • StatPart_Pollution: Biotech Content added by the Biotech DLC

<multiplier>1.5</multiplier>

    • StatPart_NoxiousHaze: Biotech Content added by the Biotech DLC

<multiplier>3</multiplier> StatPart_ToxicFallout: <multiplier>3</multiplier> StatPart_NearHarbingerTree" Anomaly Content added by the Anomaly DLC <multiplier>2</multiplier> StatPart_ShamblerCorpse" Anomaly Content added by the Anomaly DLC <multiplier>5</multiplier>

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:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%

StatPart_ContentsBeauty

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:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
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
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

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:
      • Factor Awful: 50%
      • Factor Poor: 66%
      • Factor Normal: 83%
      • Factor Good: 100%
      • Factor Excellent: 116%
      • Factor Masterwork: 132%
      • Factor Legendary: 150%
      • apply To Negative Values: true
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:

Royalty Content added by the Royalty DLC <showIfModsLoadedAny> Royalty Content added by the Royalty DLC Biotech Content added by the Biotech DLC </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> Royalty Content added by the Royalty DLC Biotech Content added by the Biotech DLC </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:
      • Factor Awful: 86%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 114%
      • Factor Masterwork: 125%
      • Factor Legendary: 160%
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:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%

StatPart_WorkTableTemperature

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

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:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 140%
      • Factor Legendary: 180%
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

<factorFromGlowCurve>

    • Points:

(0,0.75) (0.50,1.00) </factorFromGlowCurve>

      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 85%
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 115%
      • Factor Legendary: 130%
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:
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: 75%
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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0%
      • Bonus Per Level: 100%
  • Capacity Offsets:
  • Post Process Curve:
    • Points:

(-20, 0.05) (-10, 0.10) (0.0, 0.50) (10, 0.80) (20, 0.90) (40, 0.96) (60, 0.98)

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(4,0.05) (12,0.8) (13,1) </curve>

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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0%
      • Bonus Per Level: 100%
  • Capacity Offsets:
    • Capacity: Moving
      • Scale: 18
    • Capacity: Sight
      • Scale: 8
      • Max: 140%
  • Post Process Curve:
    • Points:

(5, 0) (20, 0.30) (60, 0.50)

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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0%
      • Bonus Per Level: 100%
  • Capacity Offsets:
  • Post Process Curve:
    • 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)

  • Post Process Stat Factors:
    • ShootingAccuracyChildFactor Content added by the Biotech DLC
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: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(4,1.8) (12,1.1) (13,1) </curve>

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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 20%
      • Bonus Per Level: -2.5%
  • Capacity Offsets:
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
  • Capacity Factors:
  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true

<factorFromGlowCurve>

    • Points:

(0,0.80) (0.30,1.00) </factorFromGlowCurve>

      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_RevenantSpeed Content added by the Anomaly DLC
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
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:
      • Apparel Stat: PsychicSensitivityOffset
      • Include Weapon: true
    • StatPart_GearStatFactor:
      • Apparel Stat: PsychicSensitivityFactor
      • Include Weapon: true
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_BlindPsychicSensitivityOffset Content added by the Ideology DLC
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
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
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:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
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:
      • Apparel Stat: Insulation_Heat
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
  • Capacity Factors:
  • Parts:
    • StatPart_Food:
      • Factor Urgently Hungry: 90%
      • Factor Starving: 70%
    • StatPart_Rest:
      • Factor Tired: 96%
      • Factor Very Tired: 92%
      • Factor Exhausted: 80%
    • StatPart_BedStat:
    • StatPart_Resting:
      • Factor: 110%
    • StatPart_Age:

<curve>

    • Points:

(0.65,1) (0.8,0.95) (1.0,0.9) (1.2,0.8) (1.5,0.5) </curve>

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: 500%
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
  • Capacity Factors:
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: 66%

StatPart_Difficulty_ButcherYield StatPart_Malnutrition <curve>

    • Points:

<loc> <x>0</x> <y>1</y> </loc> <loc> <x>1</x> <y>0.4</y> </loc> </curve>

  • Post Process Curve:
    • Points:

(0,0) (5,14) (40,40) (100000,100000)

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: 66%
  • Post Process Curve:
    • Points:

(0,0) (5,14) (40,40) (100000,100000)

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>

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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 0%
      • Bonus Per Level: 9%
  • Capacity Factors:
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

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> Biotech Content added by the Biotech DLC </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: Royalty Content added by the Royalty DLC

<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent> <showIfModsLoadedAny> Royalty Content added by the Royalty DLC Biotech Content added by the Biotech DLC </showIfModsLoadedAny>

  • Stat Factors:

PsychicSensitivity

  • Parts:

StatPart_GearStatOffset" MayRequireAnyOf="Royalty Content added by the Royalty DLC,Biotech Content added by the Biotech DLC">

      • Apparel Stat: PsychicEntropyMaxOffset
      • Include Weapon: true
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: Royalty Content added by the Royalty DLC

<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent> <showIfModsLoadedAny> Royalty Content added by the Royalty DLC Biotech Content added by the Biotech DLC </showIfModsLoadedAny>

  • Parts:

StatPart_Pain">

      • Factor: 300%

StatPart_GearStatOffset" MayRequireAnyOf="Royalty Content added by the Royalty DLC,Biotech Content added by the Biotech DLC">

      • Apparel Stat: PsychicEntropyRecoveryRateOffset
      • Include Weapon: true
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 40%
      • Bonus Per Level: 7.5%
  • Capacity Factors:

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: 7.5%
  • Capacity Factors:

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(3, 0.05) (13, 0.8) (18, 1) </curve>

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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 0%
      • Bonus Per Level: 1.5%
  • Capacity Factors:

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
  • Parts:

StatPart_PlayerFactionLeader"> <offset>0.02</offset>

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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 82%
      • Bonus Per Level: 2.75%
  • Capacity Factors:

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: 3%
  • Capacity Factors:

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%

<allowedDefect>0.05</allowedDefect>

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 10%
      • Bonus Per Level: 5%
  • Capacity Factors:

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%

<allowedDefect>0.05</allowedDefect>

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
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:
      • Humanlike Only: true

<factorFromGlowCurve>

    • Points:

(0,0.80) (0.30,1.00) </factorFromGlowCurve>

      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true

StatPart_Slave" MayRequire="Ludeon.RimWorld.Ideology">

      • Factor: 85%

StatPart_OverseerStatOffset" Biotech Content added by the Biotech DLC

label: Offset from mechanitor

    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(4,0.2) (12,0.8) (18,1) </curve>

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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: 12%
  • Capacity Factors:
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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: 12%
  • Capacity Factors:
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
  • Skill Need Factors:

SkillNeed_Direct">

      • Skill: Mining
      • Values Per Level:

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

  • Capacity Factors:
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
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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: 12%
  • Capacity Factors:
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
  • Skill Need Factors:

SkillNeed_Direct">

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

  • Capacity Factors:
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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 8%
      • Bonus Per Level: 11.5%
  • Capacity Factors:
  • Show On Pawn Kind: Agrihand Content added by the Biotech DLC
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
  • Skill Need Factors:

SkillNeed_Direct">

      • Skill: Plants
      • Values Per Level:

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

  • Capacity Factors:
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
  • Stat Factors:

PlantHarvestYield

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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0%
      • Bonus Per Level: 5%
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 0%
      • Bonus Per Level: 5%
  • Capacity Factors:
  • Post Process Curve:
    • Points:

(0.0, 0.0) (0.1, 0.5) (0.2, 0.75) (0.5, 0.80) (1.0, 0.90)

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
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
  • Skill Need Factors:

SkillNeed_Direct">

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

  • Capacity Factors:
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
  • Skill Need Factors:

SkillNeed_Direct">

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

  • Capacity Factors:
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
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 100%
      • Required: false
      • Bonus Per Level: 2%
  • Capacity Factors:
  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(3,0.05) (13,1) </curve>

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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: 6%
  • Capacity Factors:
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 20%
      • Bonus Per Level: 10%
  • Capacity Factors:
  • Post Process Curve:
    • Points:

(0, 0) (1.0, 1.0) (2.0, 1.5) (4.0, 2.0)

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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: 6%
  • Capacity Factors:
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
  • Skill Need Factors:

SkillNeed_Direct">

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

  • Capacity Factors:
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:
      • Factor Awful: 80%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 110%
      • Factor Excellent: 120%
      • Factor Masterwork: 145%
      • Factor Legendary: 165%
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:
      • Factor Awful: 90%
      • Factor Poor: 100%
      • Factor Normal: 100%
      • Factor Good: 100%
      • Factor Excellent: 100%
      • Factor Masterwork: 125%
      • Factor Legendary: 150%
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:
      • Factor Awful: 75%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 106%
      • Factor Excellent: 113%
      • Factor Masterwork: 119%
      • Factor Legendary: 125%
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

<curve>

    • Points:

(0, 0.0) (5, -0.08) (10, -0.15) (50, -0.3) </curve>

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: Royalty Content added by the Royalty DLC
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:
      • Offset Awful: +3
      • Offset Poor: +6
      • Offset Normal: +10
      • Offset Good: +15
      • Offset Excellent: +20
      • Offset Masterwork: +30
      • Offset Legendary: +40
      • Thing Defs: Terror sculpture

StatPart_CorpseCasket">

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
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>

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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 30%
      • Bonus Per Level: 8.75%
  • Parts:

StatPart_RoleConversionPower

  • Capacity Factors:

<allowedDefect>0.05</allowedDefect>

      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%

<allowedDefect>0.20</allowedDefect>

      • Max: 100%
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

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:
      • Apparel Stat: SlaveSuppressionOffset
      • Subtract: true

StatPart_AgeOffset" Biotech Content added by the Biotech DLC

      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(3, -0.5) (13, -0.3) (16, 0) </curve>

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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 5%
      • Bonus Per Level: 2.25%
-
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
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
  • Capacity Factors:
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

SkillNeed_Direct">

      • Skill: Plants
      • Values Per Level:

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

-
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:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%
    • StatPart_RoomStat:
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:
      • Use Biological Years: true
      • Humanlike Only: true

<curve>

    • Points:

(4,0.95) (12,0.98) (13,1) </curve>

-
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) </maleFertilityAgeFactor> <femaleFertilityAgeFactor>

    • Points:

(14, 0) (20, 1) (28, 1) (35, 0.5) (40, 0.1) (45, 0.02) (50, 0) </femaleFertilityAgeFactor>

  • StatPart_FertilityByHediffs
-
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
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: 2.5%
-
defName: MechRepairSpeed

label: mech repair speed

A multiplier on how fast a mechanitor can repair mechanoids. -
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 80%
      • Bonus Per Level: 10%
-
defName: SubcoreEncodingSpeed

label: subcore encoding speed

A multiplier on how fast a mechanitor can create subcores. -
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: 10%
-
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
  • Post Process Stat Factors:

BandwidthCost

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

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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: -1.5%
      • Bonus Per Level: 0.75%
      • Required: false
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: -1.5%
      • Bonus Per Level: 0.75%
      • Required: false
  • Stat Factors:

PsychicSensitivity

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