Difference between revisions of "Stat/Core Basics Special"

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(Core Stats_Basics_Special)
 
m (Category Data)
 
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&larr; <small>[[Stat]]</small>
 
&larr; <small>[[Stat]]</small>
 
{| {{STDT|sortable}}
 
{| {{STDT|sortable}}
! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Paramaters !! Display<br />Priority<br />In<br />Category</noinclude>
+
! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category</noinclude>
 
<!-- Core Stats_Basics_Special -->
 
<!-- Core Stats_Basics_Special -->
 
<div id="Core Stats_Basics_Special"><!--<Defs>-->
 
<div id="Core Stats_Basics_Special"><!--<Defs>-->
Line 10: Line 10:
 
* '''Label:'''<br />medical potency
 
* '''Label:'''<br />medical potency
 
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
 
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
| Basics-Non-Pawn-Important
+
|
 +
* Display Order:<br />'''2'''
 +
* Def Name:<br />'''BasicsNonPawnImportant'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|0.0}}
 
* '''Default Base Value:''' {{%|0.0}}
Line 24: Line 28:
 
* '''Label:'''<br />medical tend quality maximum
 
* '''Label:'''<br />medical tend quality maximum
 
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
 
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
| Basics-Non-Pawn-Important
+
|
 +
* Display Order:<br />'''2'''
 +
* Def Name:<br />'''BasicsNonPawnImportant'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''Default Base Value:''' {{%|1.0}}
Line 39: Line 47:
 
* '''Label For Full Stat List:'''<br />construction speed (material factor)
 
* '''Label For Full Stat List:'''<br />construction speed (material factor)
 
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast.
 
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast.
| Basics-Non-Pawn
+
|
 +
* Display Order:<br />'''12'''
 +
* Def Name:<br />'''BasicsNonPawn'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}
Line 53: Line 65:
 
* '''Label:'''<br />meditation psyfocus bonus
 
* '''Label:'''<br />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.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating.
 
| The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating.
| Meditation
+
|
 +
* Display Order:<br />'''13'''
 +
* Def Name:<br />'''Meditation'''
 +
* Label:<br />'''Meditation'''
 +
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
 
* Format String: '''{0} / day'''
 
* Format String: '''{0} / day'''
Line 72: Line 88:
 
* '''Label:'''<br />psychic sensitivity offset
 
* '''Label:'''<br />psychic sensitivity offset
 
| An offset applied to the user's psychic sensitivity.
 
| An offset applied to the user's psychic sensitivity.
| Basics
+
|
 +
* Display Order:<br />'''10'''
 +
* Def Name:<br />'''Basics'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0}}
Line 98: Line 118:
 
* '''Label:'''<br />psychic sensitivity factor
 
* '''Label:'''<br />psychic sensitivity factor
 
| A factor applied to the user's psychic sensitivity.
 
| A factor applied to the user's psychic sensitivity.
| Basics
+
|
 +
* Display Order:<br />'''10'''
 +
* Def Name:<br />'''Basics'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}
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* '''Label:'''<br />neural heat limit offset
 
* '''Label:'''<br />neural heat limit offset
 
| An offset applied to the user's neural heat limit.
 
| An offset applied to the user's neural heat limit.
| Basics
+
|
 +
* Display Order:<br />'''10'''
 +
* Def Name:<br />'''Basics'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0}}
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* '''Label:'''<br />neural heat recovery rate offset
 
* '''Label:'''<br />neural heat recovery rate offset
 
| An offset applied to the user's neural heat recovery rate.
 
| An offset applied to the user's neural heat recovery rate.
| Basics
+
|
 +
* Display Order:<br />'''10'''
 +
* Def Name:<br />'''Basics'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0}}
Line 155: Line 187:
 
* '''Label:'''<br />filth multiplier
 
* '''Label:'''<br />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.
 
| 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
+
|
 +
* Display Order:<br />'''13'''
 +
* Def Name:<br />'''Terrain'''
 +
* Label:<br />'''terrain'''
 +
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}
Line 169: Line 205:
 
* '''Label:'''<br />cleaning time multiplier
 
* '''Label:'''<br />cleaning time multiplier
 
| A multiplier on how long it takes to clean filth from this surface.
 
| A multiplier on how long it takes to clean filth from this surface.
| Terrain
+
|
 +
* Display Order:<br />'''13'''
 +
* Def Name:<br />'''Terrain'''
 +
* Label:<br />'''terrain'''
 +
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}

Latest revision as of 00:40, 5 September 2024

Stat

Def Name
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • Def Name:
    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.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 20%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4000
  • Def Name:
    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.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4010
  • Def Name:
    ConstructionSpeedFactor
  • Label:
    construction speed
  • Label For Full Stat List:
    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.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 2500
  • Def Name:
    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.
  • Display Order:
    13
  • Def Name:
    Meditation
  • Label:
    Meditation
  • Display All By Default:
    true
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Worker Class: StatWorker_PossibleCompOffsets
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show Zero Base Value: true
- 4010
  • Def Name:
    PsychicSensitivityOffset
  • Label:
    psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Def Name:
    PsychicSensitivityFactor
  • Label:
    psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Def Name:
    PsychicEntropyMaxOffset
  • Label:
    neural heat limit offset
An offset applied to the user's neural heat limit.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3525
  • Def Name:
    PsychicEntropyRecoveryRateOffset
  • Label:
    neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3550
  • Def Name:
    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.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • Def Name:
    CleaningTimeFactor
  • Label:
    cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0.1%
  • Show On Pawns: false
  • To String Style: PercentZero
- -