Difference between revisions of "User:JuliaCat/Test2"

From RimWorld Wiki
Jump to navigation Jump to search
m
m (formatting)
 
Line 23: Line 23:
 
|
 
|
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 1005
 
| 1005
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 44: Line 44:
 
|
 
|
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 1004
 
| 1004
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 58: Line 58:
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
|
* '''Default Base Value:''' {{%|5}}
+
* '''Default Base Value:''' 5
* '''Min Value:''' {{%|0}}
+
* '''Min Value:''' 0
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 1003
 
| 1003
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 84: Line 84:
 
|
 
|
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 1002
 
| 1002
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 179: Line 179:
 
** '''[[Ability_EntropyGain]]'''
 
** '''[[Ability_EntropyGain]]'''
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 996
 
| 996
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 717: Line 717:
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| -
 
| -
 
| 2508
 
| 2508
Line 792: Line 792:
 
*** Factor Offset Unroofed: '''{{+|{{%|0.5}}}}'''
 
*** Factor Offset Unroofed: '''{{+|{{%|0.5}}}}'''
 
*** Factor Offset Outdoors: '''{{+|{{%|0.5}}}}'''
 
*** Factor Offset Outdoors: '''{{+|{{%|0.5}}}}'''
*** Protected By Edifice Factor: '''{{%|0}}'''
+
*** Protected By Edifice Factor: '''×{{%|0}}'''
 
** '''StatPart_Pollution{{BiotechIcon}}:'''
 
** '''StatPart_Pollution{{BiotechIcon}}:'''
 
*** Multiplier: '''{{%|1.5}}'''
 
*** Multiplier: '''{{%|1.5}}'''
Line 1,060: Line 1,060:
 
|
 
|
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 4010
 
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 1,083: Line 1,083:
 
* '''Parts:'''
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
** '''StatPart_Quality:'''
*** Factor Awful: '''{{Bad|{{%|0.5}}}}'''
+
*** Factor Awful: '''{{Bad|×{{%|0.5}}}}'''
*** Factor Poor: '''{{Bad|{{%|0.66}}}}'''
+
*** Factor Poor: '''{{Bad|×{{%|0.66}}}}'''
*** Factor Normal: '''{{%|0.83}}'''
+
*** Factor Normal: '''{{Bad|×{{%|0.83}}}}'''
*** Factor Good: '''{{%|1.0}}'''
+
*** Factor Good: '''×{{%|1.0}}'''
*** Factor Excellent: '''{{Good|{{%|1.16}}}}'''
+
*** Factor Excellent: '''{{Good|×{{%|1.16}}}}'''
*** Factor Masterwork: '''{{Good|{{%|1.32}}}}'''
+
*** Factor Masterwork: '''{{Good|×{{%|1.32}}}}'''
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
+
*** Factor Legendary: '''{{Good|×{{%|1.5}}}}'''
 
*** apply To Negative Values: '''{{Good|true}}'''
 
*** apply To Negative Values: '''{{Good|true}}'''
 
| 3500
 
| 3500
Line 1,117: Line 1,117:
 
* '''Def Name:'''<br />PsychicEntropyMaxOffset
 
* '''Def Name:'''<br />PsychicEntropyMaxOffset
 
* '''Label:'''<br />neural heat limit offset
 
* '''Label:'''<br />neural heat limit offset
 +
----
 +
* May Require Any Of:
 +
** '''[[Royalty]] {{RoyaltyIcon}}'''
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 
| An offset applied to the user's neural heat limit.
 
| An offset applied to the user's neural heat limit.
 
|
 
|
Line 1,131: Line 1,135:
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
|
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
| 3525
 
| 3525
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 1,145: Line 1,146:
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRateOffset
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRateOffset
 
* '''Label:'''<br />neural heat recovery rate offset
 
* '''Label:'''<br />neural heat recovery rate offset
 +
----
 +
* May Require Any Of:
 +
** '''[[Royalty]] {{RoyaltyIcon}}'''
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 
| An offset applied to the user's neural heat recovery rate.
 
| An offset applied to the user's neural heat recovery rate.
 
|
 
|
Line 1,160: Line 1,165:
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
|
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
| 3550
 
| 3550
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 1,567: Line 1,569:
 
* '''Parts:'''
 
* '''Parts:'''
 
** '''StatPart_ShamblerCrawling{{AnomalyIcon}}:'''
 
** '''StatPart_ShamblerCrawling{{AnomalyIcon}}:'''
*** Factor: '''{{%|0.75}}'''
+
*** Factor: {{Bad|×{{%|0.75}}}}
 
| 5200
 
| 5200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 2,282: Line 2,284:
 
*** Stat: '''[[ImmunityGainSpeedFactor]]'''
 
*** Stat: '''[[ImmunityGainSpeedFactor]]'''
 
** '''StatPart_Resting:'''
 
** '''StatPart_Resting:'''
*** Factor: '''{{%|1.1}}'''
+
*** Factor: {{Good|×{{%|1.1}}}}
 
** '''StatPart_Age:'''
 
** '''StatPart_Age:'''
 
*** '''Curve:'''
 
*** '''Curve:'''
Line 2,312: Line 2,314:
 
* '''Parts:'''
 
* '''Parts:'''
 
** '''StatPart_Deathresting{{BiotechIcon}}'''
 
** '''StatPart_Deathresting{{BiotechIcon}}'''
*** Factor: '''{{%|5}}'''
+
*** Factor: {{Good|×{{%|5}}}}
 
| 2201
 
| 2201
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 2,359: Line 2,361:
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NotCarefullySlaughtered:'''
 
** '''StatPart_NotCarefullySlaughtered:'''
*** Factor: '''{{%|0.66}}'''
+
*** Factor: {{Bad|×{{%|0.66}}}}
 
** '''StatPart_Difficulty_ButcherYield'''
 
** '''StatPart_Difficulty_ButcherYield'''
 
** '''StatPart_Malnutrition:'''
 
** '''StatPart_Malnutrition:'''
Line 2,397: Line 2,399:
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NotCarefullySlaughtered:'''
 
** '''StatPart_NotCarefullySlaughtered:'''
*** Factor: '''{{%|0.66}}'''
+
*** Factor: {{Bad|×{{%|0.66}}}}
 
* '''Post Process Curve:'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
** '''Points:'''
Line 2,589: Line 2,591:
 
* '''Def Name:'''<br />MeditationFocusGain
 
* '''Def Name:'''<br />MeditationFocusGain
 
* '''Label:'''<br />meditation psyfocus gain
 
* '''Label:'''<br />meditation psyfocus gain
 +
----
 
* May Require Any Of:
 
* May Require Any Of:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
 
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
 
|
 
|
Line 2,609: Line 2,612:
 
|
 
|
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
| 4010
 
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 2,617: Line 2,620:
 
* '''Def Name:'''<br />PsychicEntropyMax
 
* '''Def Name:'''<br />PsychicEntropyMax
 
* '''Label:'''<br />neural heat limit
 
* '''Label:'''<br />neural heat limit
 +
----
 +
* May Require Any Of:
 +
** '''[[Royalty]] {{RoyaltyIcon}}'''
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 
| The maximum amount of neural heat individual can tolerate safely.
 
| The maximum amount of neural heat individual can tolerate safely.
 
|
 
|
Line 2,632: Line 2,639:
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
* Show If Hediffs Present:
 
* Show If Hediffs Present:
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
Line 2,654: Line 2,658:
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRate
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRate
 
* '''Label:'''<br />neural heat recovery rate
 
* '''Label:'''<br />neural heat recovery rate
 +
----
 +
* May Require Any Of:
 +
** '''[[Royalty]] {{RoyaltyIcon}}'''
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 
| The rate at which this person reduces neural heat.
 
| The rate at which this person reduces neural heat.
 
|
 
|
Line 2,669: Line 2,677:
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
|
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
* Show If Mods Loaded Any:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
** '''Biotech {{BiotechIcon}}'''
+
** '''[[Biotech]] {{BiotechIcon}}'''
 
* Show If Hediffs Present:
 
* Show If Hediffs Present:
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
* '''Parts:'''
 
* '''Parts:'''
 
** '''StatPart_Pain:'''
 
** '''StatPart_Pain:'''
*** Factor: '''{{%|3}}'''
+
*** Factor: {{Good|×{{%|3}}}}
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
*** Apparel Stat: '''PsychicEntropyRecoveryRateOffset'''
 
*** Apparel Stat: '''PsychicEntropyRecoveryRateOffset'''
Line 2,728: Line 2,733:
 
* '''Def Name:'''<br />EMPResistance
 
* '''Def Name:'''<br />EMPResistance
 
* '''Label:'''<br />EMP resistance
 
* '''Label:'''<br />EMP resistance
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| 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.
 
| 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.
 
|
 
|
Line 2,742: Line 2,751:
 
* '''To String Style:''' PercentZero
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
|
+
| -
* May Require Any Of:
 
** '''Biotech {{BiotechIcon}}'''
 
** '''Anomaly {{AnomalyIcon}}'''
 
 
| 2030
 
| 2030
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 3,070: Line 3,076:
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_Slave{{IdeologyIcon}}:'''
 
** '''StatPart_Slave{{IdeologyIcon}}:'''
*** Factor: '''{{%|0.85}}'''
+
*** Factor: {{Bad|×{{%|0.85}}}}
 
** '''StatPart_OverseerStatOffset{{BiotechIcon}}:'''
 
** '''StatPart_OverseerStatOffset{{BiotechIcon}}:'''
 
*** Stat: '''[[WorkSpeedGlobalOffsetMech]]'''
 
*** Stat: '''[[WorkSpeedGlobalOffsetMech]]'''
Line 4,636: Line 4,642:
 
|
 
|
 
* Show If Mods Loaded:
 
* Show If Mods Loaded:
** '''Royalty {{RoyaltyIcon}}'''
+
** '''[[Royalty]] {{RoyaltyIcon}}'''
 
| 4000
 
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
Line 5,653: Line 5,659:
 
* '''Def Name:'''<br />BandwidthCost
 
* '''Def Name:'''<br />BandwidthCost
 
* '''Label:'''<br />bandwidth cost
 
* '''Label:'''<br />bandwidth cost
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| How much bandwidth this mech consumes when under mechanitor control.
 
| How much bandwidth this mech consumes when under mechanitor control.
 
|
 
|
Line 5,660: Line 5,670:
 
* Display All By Default:<br />'''{{Good|true}}'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
Line 5,676: Line 5,683:
 
* '''Def Name:'''<br />ControlTakingTime
 
* '''Def Name:'''<br />ControlTakingTime
 
* '''Label:'''<br />control taking time
 
* '''Label:'''<br />control taking time
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| How many seconds it will take for a mechanitor to take control of this mech.
 
| How many seconds it will take for a mechanitor to take control of this mech.
 
|
 
|
Line 5,683: Line 5,694:
 
* Display All By Default:<br />'''{{Good|true}}'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
Line 5,701: Line 5,709:
 
* '''Def Name:'''<br />MechEnergyUsageFactor
 
* '''Def Name:'''<br />MechEnergyUsageFactor
 
* '''Label:'''<br />energy usage multiplier
 
* '''Label:'''<br />energy usage multiplier
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
|
 
|
Line 5,708: Line 5,720:
 
* Display All By Default:<br />'''{{Good|true}}'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
Line 5,726: Line 5,735:
 
* '''Def Name:'''<br />WastepacksPerRecharge
 
* '''Def Name:'''<br />WastepacksPerRecharge
 
* '''Label:'''<br />wastepacks per recharge
 
* '''Label:'''<br />wastepacks per recharge
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| 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.
 
| 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.
 
|
 
|
Line 5,733: Line 5,746:
 
* Display All By Default:<br />'''{{Good|true}}'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
Line 5,754: Line 5,764:
 
* '''Def Name:'''<br />MechEnergyLossPerHP
 
* '''Def Name:'''<br />MechEnergyLossPerHP
 
* '''Label:'''<br />repair energy cost
 
* '''Label:'''<br />repair energy cost
 +
----
 +
* May Require Any Of:
 +
** '''[[Biotech]] {{BiotechIcon}}'''
 +
** '''[[Anomaly]] {{AnomalyIcon}}'''
 
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
|
 
|
Line 5,761: Line 5,775:
 
* Display All By Default:<br />'''{{Good|true}}'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
|
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''

Latest revision as of 20:30, 14 September 2024

Stats[edit]

Def Name
Label
Label For Full Stat List
Offset Label
Attributes
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • Def Name:
    Ability_CastingTime
  • Label:
    casting time
How long it takes to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 1
  • Min Value: 0
  • Format String: {0} s
  • To String Style: FloatOne
  • Show If Undefined: false
1004
  • Def Name:
    Ability_EntropyGain
  • Label:
    neural heat gain
How much neural heat will be added as a result of performing this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 5
  • Min Value: 0
  • Show If Undefined: false
1003
  • Def Name:
    Ability_PsyfocusCost
  • Label:
    psyfocus cost
How much psyfocus must be spent to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Worker Class: StatWorker_PsyfocusCost
  • To String Style: PercentOne
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
1002
  • Def Name:
    Ability_Range
  • Label:
    range
The maximum distance to a target of this ability, or to the center of the target location.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 2500%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 1001
  • Def Name:
    Ability_Duration
  • Label:
    duration
How long the effects of this ability last.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0
  • Min Value: 0
  • Hide At Value: 0
  • Format String: {0} s
  • Show If Undefined: false
- 999
  • Def Name:
    Ability_EffectRadius
  • Label:
    effect radius
The radius of the area of effect of this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 998
  • Def Name:
    Ability_GoodwillImpact
  • Label:
    goodwill impact
How casting this ability on someone will impact relations with their faction.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 997
  • Def Name:
    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.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Hide At Value: 0%
  • To String Style: PercentZero
996
  • Def Name:
    StuffEffectMultiplierArmor
  • Label:
    Armor - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • Def Name:
    StuffEffectMultiplierInsulation_Cold
  • Label:
    Insulation - Cold - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • Def Name:
    StuffEffectMultiplierInsulation_Heat
  • Label:
    Insulation - Heat - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 3
  • Def Name:
    ArmorRating_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
100
  • Def Name:
    ArmorRating_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
99
  • Def Name:
    ArmorRating_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
98
  • Def Name:
    Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.

Greater values allow surviving in colder temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0
  • Hide At Value: 0
  • Min Value: -9999
  • Max Value: 9999
  • To String Style: TemperatureOffset
  • Show On Pawns: false
  • Cacheable: true

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
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
90
  • Def Name:
    Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (armor stat)
How much this apparel improves a wearer's maximum comfortable temperature.

Greater values allow surviving in warmer temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0
  • Hide At Value: 0
  • Min Value: -9999
  • Max Value: 9999
  • 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
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
89
  • Def Name:
    EnergyShieldEnergyMax
  • Label:
    Shield max energy
The maximum energy a shield can have at one time.

More energy absorbs more damage.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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
  • Def Name:
    EnergyShieldRechargeRate
  • Label:
    Shield recharge rate
The rate at which a shield gains energy as long as it is not broken.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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
  • Def Name:
    PackRadius
  • Label:
    Effect radius
The area affected when this pack detonates.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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
  • Def Name:
    EquipDelay
  • Label:
    equip delay
The time it takes to equip and unequip this item.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 1
  • Min Value: 0
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50
  • Def Name:
    MaxHitPoints
  • Label:
    max hit points
The maximum hit points of an object.

This represents how much damage it can take before being destroyed.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100
  • Min Value: 1
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • Def Name:
    Mass
  • Label:
    mass
The physical mass of an object.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 1
  • 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
  • Def Name:
    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.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)
2510
  • Def Name:
    MarketValueIgnoreHp
  • Label:
    market value ignoring hitpoints
-
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Always Hide: 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
  • Def Name:
    SellPriceFactor
  • Label:
    sell price multiplier
A multiplier on the price at which you can sell items.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show On Untradeables: false
- 2509
  • Def Name:
    RoyalFavorValue
  • Label:
    honor value
The amount of honor your trader will earn for giving this to a tribute collector.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0
  • Min Value: 0
  • To String Style: FloatMaxThree
  • Show If Undefined: false
  • Show If Mods Loaded:
- 2508
  • Def Name:
    Flammability
  • Label:
    flammability
How easily an object catches fire and how quickly a fire will grow as it burns.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 200%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Minified Thing Inherits: true
- 3000
  • Def Name:
    WorkToMake
  • Label:
    work to make
The base amount of work it takes to make an item, once all materials are gathered.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 1
  • Min Value: 0
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3100
  • Def Name:
    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.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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_PollutionContent added by the Biotech DLC:
      • Multiplier: 150%
    • StatPart_NoxiousHazeContent added by the Biotech DLC:
      • Multiplier: 300%
    • StatPart_ToxicFallout:
      • Multiplier: 300%
    • StatPart_NearHarbingerTreeContent added by the Anomaly DLC:
      • Multiplier: 200%
    • StatPart_ShamblerCorpseContent added by the Anomaly DLC:
      • Multiplier: 500%
2500
  • Def Name:
    Beauty
  • Label:
    beauty
How enjoyable an object is to look at.

Beautiful objects fulfill characters' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0
  • Min Value: -1000
  • 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
  • Def Name:
    BeautyOutdoors
  • Label:
    outdoor beauty
How enjoyable something is to look at if it's outside.

Beautiful objects fulfill peoples' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0
  • Min Value: -1000
  • 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
  • Def Name:
    Cleanliness
  • Label:
    cleanliness
How much an object contributes to an area's cleanliness score.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0
  • Max Value: 1000
  • Min Value: -1000
  • Hide At Value: 0
  • To String Style: FloatOne
  • Apply Factors If Negative: false
- 3000
  • Def Name:
    Comfort
  • Label:
    comfort
How comfortable an object is to sit or lay on.

Using comfortable objects fulfills a character's need for comfort.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 0
  • Max Value: 1000
  • Min Value: -1000
  • 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
  • Def Name:
    Nutrition
  • Label:
    nutrition
How nutritious this food is.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    FoodPoisonChanceFixedHuman
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (food stat)
The chance this food will cause food poisoning.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentZero
  • Parts:
    • StatPart_MaxChanceIfRotting
4000
  • Def Name:
    ShootingAccuracyTurret
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    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.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_ShootingAccuracy
  • Default Base Value: 96%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Show If Undefined: false
- 4000
  • 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
  • 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
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
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
- -
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 1
  • Min Value: 0
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3101
  • Def Name:
    DoorOpenSpeed
  • Label:
    door opening speed
The speed at which the door opens when unpowered.

Slow doors will slow down everyone who uses them.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentZero
- 3102
  • Def Name:
    BedRestEffectiveness
  • Label:
    rest effectiveness
How fast people sleeping on this gain rest.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 40%
  • Value If Missing: 80%
  • 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
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeDamageAmountTrap
  • Default Base Value: 1
  • Min Value: 1
  • To String Style: Integer
  • Show If Undefined: false
- 5001
  • Def Name:
    TrapSpringChance
  • Label:
    trap spring chance
The likelihood that the trap will spring when an unaware creature passes over it.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5000
  • Def Name:
    ResearchSpeedFactor
  • Label:
    research speed factor
The speed at which people do research is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • 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
    • StatPart_RoomStat:
    • StatPart_RoomStat:
1000
  • Def Name:
    MedicalTendQualityOffset
  • Label:
    medical tend quality offset
Medical tend quality is offset by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Hide At Value: 0%
- 2000
  • Def Name:
    ImmunityGainSpeedFactor
  • Label:
    immunity gain speed factor
Immunity gain speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 50%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 4000
  • Def Name:
    PowerPlantMaxPowerOuput
  • Label:
    max power output
The maximum power that this generator can output in ideal conditions.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MaxPowerOutput
  • Default Base Value: 0
  • Min Value: 0
  • To String Style: Integer
  • Show On Non Power Plants: false
- 1000
  • Def Name:
    WorkTableWorkSpeedFactor
  • Label:
    work speed factor
Work speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • 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
  • Def Name:
    WorkTableEfficiencyFactor
  • Label:
    work efficiency factor
Work efficiency is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Hide At Value: 100%
- 3000
  • Def Name:
    JoyGainFactor
  • Label:
    recreation power
How effectively this item entertains people and fulfills the need for recreation.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_SurgerySuccessChanceFactor
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
      • 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
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_RoomReadingBonus
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: PercentZero
  • Parts:
    • StatPart_RoomStat:
4200
  • Def Name:
    MeleeDPS
  • Label:
    melee DPS
Average damage per second in melee combat.

This stat ignores target defenses like dodging and armor.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
  • Def Name:
    MeleeDamageFactor
  • Label:
    melee damage factor
A multiplier on the amount of melee damage inflicted by this person.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Parts:
    • StatPart_ShamblerCrawlingContent added by the Anomaly DLC:
      • Factor: ×75%
5200
  • Def Name:
    MeleeCooldownFactor
  • Label:
    melee cooldown
A multiplier on the time this creature takes to recover after making a melee attack.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5201
  • Def Name:
    MeleeArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration of all attacks in melee combat.

This stat includes currently used weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
  • Def Name:
    MeleeHitChance
  • Label:
    melee hit chance
Chance to hit a target in melee.

The target can still dodge even if we would've hit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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: +1
  • 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_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)
4100
  • Def Name:
    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.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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: +1
  • 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
  • Def Name:
    RangedCooldownFactor
  • Label:
    ranged cooldown multiplier
A multiplier on the cooldown between bursts when using a ranged weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 1%
  • Hide At Value: 100%
- 1205
  • Def Name:
    ShootingAccuracyPawn
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    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.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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: +1
  • 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)
4050
  • Def Name:
    ShootingAccuracyFactor_Touch
  • Label:
    accuracy factor (close)
A multiplier on accuracy at a distance of 3 cells or less.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
- 4049
  • Def Name:
    ShootingAccuracyFactor_Short
  • Label:
    accuracy factor (short)
A multiplier on accuracy at a distance of 12 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
- 4048
  • Def Name:
    ShootingAccuracyFactor_Medium
  • Label:
    accuracy factor (medium)
A multiplier on accuracy at a distance of 25 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
- 4047
  • Def Name:
    ShootingAccuracyFactor_Long
  • Label:
    accuracy factor (long)
A multiplier on accuracy at a distance of 40 cells or more.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
- 4046
  • Def Name:
    AimingDelayFactor
  • Label:
    aiming time
How long it takes to shoot after choosing a target.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)
4040
  • Def Name:
    MortarMissRadiusFactor
  • Label:
    Mortar miss radius multiplier
  • Label For Full Stat List:
    Mortar miss radius multiplier
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
  • Def Name:
    PawnTrapSpringChance
  • Label:
    trap spring chance
Chance to spring a trap the character is unaware of.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4047
  • Def Name:
    IncomingDamageFactor
  • Label:
    incoming damage multiplier
A multiplier on all incoming damage.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
- 4048
  • Def Name:
    StaggerDurationFactor
  • Label:
    stagger time multiplier
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
- 1200
  • Def Name:
    MoveSpeed
  • Label:
    move speed
Speed of movement in cells per second.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 3.0
  • Min Value: 0.15
  • To String Style: FloatTwo
  • Format String: {0} c/s
  • Scenario Randomizable: true
  • Capacity Factors:
  • 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
    • StatPart_RevenantSpeed Content added by the Anomaly DLC
2500
  • Def Name:
    CrawlSpeed
  • Label:
    crawl speed
Speed of crawling in cells per second.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0.6
  • 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
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 35%
  • Min Value: 1%
  • Max Value: 50%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Scenario Randomizable: true
- 2000
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    ToxicResistance
  • Label:
    toxic resistance
How well this creature resists toxic buildup.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Max Value: 100%
  • To String Style: PercentZero
- 3451
  • Def Name:
    GlobalLearningFactor
  • Label:
    global learning factor
A multiplier on the learning rate for all skills.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    BedHungerRateFactor
  • Label:
    bed hunger rate multiplier
- -
  • Always Hide: true
  • Min Value: 0%
  • To String Style: PercentZero
  • Default Base Value: 100%
- -
  • Def Name:
    RestRateMultiplier
  • Label:
    rest rate multiplier
A multiplier on how quickly a creature rests while sleeping.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    EatingSpeed
  • Label:
    eating speed
A multiplier on eating speed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Hide At Value: 100%
  • Min Value: 15%
  • Show On Mechanoids: false
  • Show On Entities: false
1000
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value:°C (32 °F)
  • To String Style: Temperature
  • Min Value: -2,000 °C (-3,568 °F)
  • Max Value: 2,000 °C (3,632 °F)
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
2010
  • Def Name:
    ComfyTemperatureMax
  • Label:
    max comfortable temperature
Above this temperature, characters will be unhappy.

Significantly above this temperature, they will develop heatstroke and eventually die.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 40 °C (104 °F)
  • To String Style: Temperature
  • Min Value: -2,000 °C (-3,568 °F)
  • Max Value: 2,000 °C (3,632 °F)
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Heat
2010
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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)
2000
  • Def Name:
    InjuryHealingFactor
  • Label:
    injury healing factor
The multiplier applied to a person's injury healing rate.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 0%
  • Hide At Value: 100%
  • Parts:
    • StatPart_DeathrestingContent added by the Biotech DLC
      • Factor: ×500%
2201
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Entities: false
  • Default Base Value: 75
  • Min Value: 1
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
  • Capacity Factors:
2203
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeatAmount
  • Default Base Value: 140
  • 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:
          • (0, 1)
          • (1, 0.4)
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3552
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    MinimumHandlingSkill
  • Label:
    minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
1500
  • Def Name:
    PainShockThreshold
  • Label:
    pain shock threshold
The pain level at which this creature is downed from pain.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 1%
  • Max Value: 99%
  • Default Base Value: 80%
  • To String Style: PercentZero
  • Show On Mechanoids: false
- 2000
  • Def Name:
    ForagedNutritionPerDay
  • Label:
    foraged food amount
The amount of nutrition this person will automatically forage per day while traveling by caravan.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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: +0.09
  • Capacity Factors:
1000
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 1
  • Min Value: 0
  • To String Style: FloatOne
- 2205
  • Def Name:
    AnimalsLearningFactor
  • Label:
    animals learning factor
A multiplier on the learning rate for animals skill.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_CaravanRidingSpeedFactor
  • Show If Undefined: false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 100%
- 2203
  • Def Name:
    MaxNutrition
  • Label:
    max nutrition
The amount of nutrition needed to completely fill this creature's stomach.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 1
  • Hide At Value: 1
  • Min Value: 0.01
  • To String Style: FloatMaxTwo
  • Show On Mechanoids: false
  • Show On Entities: false
  • Cacheable: true
  • Parts:
    • StatPart_BodySize
    • StatPart_LifeStageMaxFood
2501
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2000
  • Def Name:
    MeditationFocusGain
  • Label:
    meditation psyfocus gain

The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Default Base Value: 50%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
4010
  • Def Name:
    PsychicEntropyMax
  • Label:
    neural heat limit

The maximum amount of neural heat individual can tolerate safely.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 30
  • Min Value: 0
  • Hide At Value: 0
  • To String Style: FloatOne
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
3500
  • Def Name:
    PsychicEntropyRecoveryRate
  • Label:
    neural heat recovery rate

The rate at which this person reduces neural heat.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0
  • Hide At Value: 0
  • Default Base Value: 0.54
  • To String Style: FloatTwo
  • Format String: {0}/s
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show If Mods Loaded:
  • Show If Mods Loaded Any:
  • Show If Hediffs Present:
  • Parts:
    • StatPart_Pain:
      • Factor: ×300%
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyRecoveryRateOffset
      • Include Weapon: true
4000
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 100%
- 3450
  • Def Name:
    RestFallRateFactor
  • Label:
    sleep fall rate
A multiplier on the speed that a person's sleep need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • Def Name:
    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.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 2030
  • Def Name:
    JoyFallRateFactor
  • Label:
    recreation fall rate
A multiplier on the speed that a person's recreation need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • Def Name:
    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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
2600
  • Def Name:
    PawnBeauty
  • Label:
    beauty
How physically attractive this person is. This affects social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0
  • To String Style: FloatOne
- 2000
  • Def Name:
    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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 60%
  • Max Value: 100%
  • Value If Missing: 40%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Manipulation
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)
2000
  • Def Name:
    TradePriceImprovement
  • Label:
    trade price improvement
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 39.5%
  • 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:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
  • Parts:
    • StatPart_PlayerFactionLeader:
      • Offset: +2%
2599
  • Def Name:
    DrugSellPriceImprovement
  • Label:
    drug sell price improvement
When this person sells non-medical drugs, prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2560
  • Def Name:
    SocialImpact
  • Label:
    social impact
A multiplier on how much other people are affected by this person's social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
2000
  • Def Name:
    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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • Def Name:
    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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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:
    • Capacity: Talking
      • Weight: 70%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1900
  • Def Name:
    BondAnimalChanceFactor
  • Label:
    bond chance factor
A multiplier on the chance to bond with an animal when interacting with it.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentTwo
- 1890
  • Def Name:
    WorkSpeedGlobal
  • Label:
    global work speed
A multiplier on a character's speed at doing any kind of work.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_SlaveContent added by the Ideology DLC:
      • Factor: ×85%
    • StatPart_OverseerStatOffsetContent added by the Biotech DLC:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)
5000
  • Def Name:
    MiningSpeed
  • Label:
    mining speed
A speed at which this person mines away walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    DeepDrillingSpeed
  • Label:
    deep drilling speed
A speed at which this person uses a deep drill to extract underground resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 125%
  • 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
  • Def Name:
    SmoothingSpeed
  • Label:
    smoothing speed
A multiplier on the speed at which this person smooths rough stone floors and walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Capacity Factors:
4500
  • Def Name:
    ResearchSpeed
  • Label:
    research speed
How fast this person performs research and how quickly they can find things using scanning equipment.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Min Value: 10%

  • Capacity Factors:
4500
  • Def Name:
    AnimalGatherSpeed
  • Label:
    animal gather speed
The speed at which this person milks, shears, and otherwise gathers resources from animals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Animals
      • 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:
4502
  • Def Name:
    PlantWorkSpeed
  • Label:
    plant work speed
The speed at which this person sows and harvests plants.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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%
4550
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
4552
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    ConstructionSpeed
  • Label:
    construction speed
The speed at which this person constructs and repairs buildings.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
4602
  • Def Name:
    ConstructSuccessChance
  • Label:
    construct success chance
The chance that this person will succeed in constructing something.
Failing means wasting time and resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 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
  • Def Name:
    CleaningSpeed
  • Label:
    cleaning speed multiplier
A multiplier on how fast this cleans up filth from the ground.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    ReadingSpeed
  • Label:
    reading speed
A multiplier on how fast this person can read.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)
4600
  • Def Name:
    MedicalTendSpeed
  • Label:
    medical tend speed
Speed at which the character tends to wounds and illnesses.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    MedicalOperationSpeed
  • Label:
    medical operation speed
The speed at which the character performs medical operations.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Medicine
      • Values Per Level:
        • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4999
  • Def Name:
    DrugSynthesisSpeed
  • Label:
    drug synthesis speed
How fast this character synthesizes complex chemical drugs.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    CookSpeed
  • Label:
    cooking speed
The speed at which this person cooks meals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 0
  • No Skill Offset: 20
  • Min Value: 0.1
  • 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: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)
4541
  • Def Name:
    FoodPoisonChance
  • Label:
    food poison chance
  • Label For Full Stat List:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Cooking
      • Values Per Level:
        • 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
  • Def Name:
    DrugCookingSpeed
  • Label:
    drug cooking speed
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    ButcheryFleshSpeed
  • Label:
    butchery speed
The speed at which this person butchers flesh creatures.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryMechanoidSpeed
  • Label:
    mechanoid shredding speed
The speed at which this person can shred a mechanoid for resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryFleshEfficiency
  • Label:
    butchery efficiency
The amount of meat produced when butchering flesh creatures.

The actual amount is also related to the creature's size.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520
  • Def Name:
    StuffPower_Armor_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (material factor)
Armor against sharp damage like bullets, knife stabs, and animal bites.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4510
  • Def Name:
    StuffPower_Armor_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (material factor)
Armor against blunt damage like club impacts, rock falls, and explosions.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4509
  • Def Name:
    StuffPower_Armor_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (material factor)
Armor against temperature-related damage like burns.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4508
  • Def Name:
    StuffPower_Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (material factor)
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0
  • Hide At Value: 0
  • To String Style: TemperatureOffset
- 4507
  • Def Name:
    StuffPower_Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (material factor)
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0
  • Hide At Value: 0
  • To String Style: TemperatureOffset
- 4506
  • Def Name:
    MeleeWeapon_AverageDPS
  • Label:
    melee damage per second
Average damage dealt per second in melee combat, if all attacks hit.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageDPS
  • Default Base Value: 1
  • Min Value: 0
  • To String Style: FloatTwo
  • For Information Only: true
- 5010
  • Def Name:
    MeleeWeapon_AverageArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration in melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
- 5009
  • Def Name:
    MeleeWeapon_DamageMultiplier
  • Label:
    melee damage multiplier
A damage multiplier applied to melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • 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
  • Def Name:
    MeleeWeapon_CooldownMultiplier
  • Label:
    melee cooldown
A multiplier on attack delay for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4504
  • Def Name:
    SharpDamageMultiplier
  • Label:
    sharp damage
A multiplier on damage from sharp-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4505
  • Def Name:
    BluntDamageMultiplier
  • Label:
    blunt damage
A multiplier on damage from blunt-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4506
  • Def Name:
    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.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • 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%
5110
  • Def Name:
    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.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • 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%
5109
  • Def Name:
    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.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • 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%
5108
  • Def Name:
    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.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • 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%
5107
  • Def Name:
    RangedWeapon_Cooldown
  • Label:
    ranged cooldown
How long it takes to recover after firing this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 1
  • Min Value: 0.01
  • To String Style: FloatTwo
  • Format String: {0} s
  • Show If Undefined: false
  • Scenario Randomizable: true
- 5106
  • Def Name:
    RangedWeapon_DamageMultiplier
  • Label:
    damage multiplier
A damage multiplier applied to projectiles fired from this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • 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
  • Def Name:
    JumpRange
  • Label:
    Jump range
The maximum jump distance.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    13
  • Def Name:
    Meditation
  • Label:
    Meditation
  • Display All By Default:
    true
  • 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)
4000
  • Def Name:
    PsychicEntropyGain
  • Label:
    neural heat gain
A multiplier on neural heat gained from any source.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0%
  • Hide At Value: 100%
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
4000
  • Def Name:
    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.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Def Name:
    TerrorSource
  • Label:
    terror
The intensity of terror this object induces when viewed.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • 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
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Show If Undefined: false
  • Min Value: 0%
  • To String Style: PercentZero
4100
  • Def Name:
    StyleDominance
  • Label:
    style dominance
How much this object contributes to overall style dominance in an area.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
6000
  • Def Name:
    Terror
  • Label:
    terror
The intensity of terror this person is experiencing.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
- 1900
  • Def Name:
    SocialIdeoSpreadFrequencyFactor
  • Label:
    ideoligion spread chance
A multiplier on the chance that this person will try to convert other people to their own ideoligion.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
- 1899
  • Def Name:
    ShootingAccuracyOutdoorsDarkOffset
  • Label:
    shooting accuracy outdoors dark
An offset on shooting accuracy if the target is outdoors at night.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    ShootingAccuracyOutdoorsLitOffset
  • Label:
    shooting accuracy outdoors lit
An offset on shooting accuracy if the target is outdoors during the day.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    ShootingAccuracyIndoorsDarkOffset
  • Label:
    shooting accuracy indoors dark
An offset on shooting accuracy if the target is indoors in the dark.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    ShootingAccuracyIndoorsLitOffset
  • Label:
    shooting accuracy indoors lit
An offset on shooting accuracy if the target is indoors and lit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeHitChanceOutdoorsDarkOffset
  • Label:
    melee hit chance outdoors dark
An offset on melee hit chance if the target is outdoors at night.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeHitChanceOutdoorsLitOffset
  • Label:
    melee hit chance outdoors lit
An offset on melee hit chance if the target is outdoors during the day.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeHitChanceIndoorsDarkOffset
  • Label:
    melee hit chance indoors dark
An offset on melee hit chance if the target is indoors in the dark.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeHitChanceIndoorsLitOffset
  • Label:
    melee hit chance indoors lit
An offset on melee hit chance if the target is indoors and lit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeDodgeChanceOutdoorsDarkOffset
  • Label:
    melee dodge chance outdoors night
An offset on melee dodge chance if the target is outdoors at night.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeDodgeChanceOutdoorsLitOffset
  • Label:
    melee dodge chance outdoors day
An offset on melee dodge chance if the target is outdoors during the day.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeDodgeChanceIndoorsDarkOffset
  • Label:
    melee dodge chance indoors dark
An offset on melee dodge chance if the target is indoors in the dark.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    MeleeDodgeChanceIndoorsLitOffset
  • Label:
    melee dodge chance indoors lit
An offset on melee dodge chance if the target is indoors and lit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
  • Def Name:
    BiosculpterOccupantSpeed
  • Label:
    biosculpter occupant speed
A multiplier on how quickly this person will complete a biosculpter pod cycle.
  • Display Order:
    130
  • Def Name:
    PawnMisc
  • Label:
    Misc
  • Display All By Default:
    false
  • 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
  • Def Name:
    SlaveSuppressionFallRate
  • Label:
    slave suppression fall rate
The rate at which slave suppression falls.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • 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_AgeOffsetContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, -0.5)
          • (13, -0.3)
          • (16, 0)
2200
  • Def Name:
    AnimalProductsSellImprovement
  • Label:
    animal products price improvement
When this person sells meat, leather, or wool, prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2570
  • Def Name:
    SuppressionPower
  • Label:
    suppression power
A multiplier on a warden's ability to suppress slaves.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 5%
  • Max Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 5%
      • Bonus Per Level: +2.25%
-
  • Def Name:
    HackingSpeed
  • Label:
    hacking speed
How fast this person can hack into computer terminals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Capacity Factors:
4510
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • 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
-
  • Def Name:
    BabyPlayGainFactor
  • Label:
    baby play power
How effectively this object can be used to fulfill a baby's need for play.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4020
  • Def Name:
    GeneticComplexityIncrease
  • Label:
    genetic complexity increase
When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • 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
  • Def Name:
    AssemblySpeedFactor
  • Label:
    work speed factor
The speed at which people assemble genes here is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0
  • Hide At Value: 0
  • Min Value: 0
  • To String Style: FloatOne
- 4110
  • Def Name:
    MaxInstallCount
  • Label:
    max install count
How many times this can be installed. Each additional installation increases or upgrades the base effect.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0
  • Min Value: 0
  • To String Style: Integer
  • Hide At Value: 0
  • For Information Only: true
- 4020
  • Def Name:
    MeleeDoorDamageFactor
  • Label:
    melee door damage factor
A special multiplier on the amount of melee damage inflicted on doors.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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
  • Def Name:
    ShootingAccuracyChildFactor
  • Label:
    shooting accuracy multiplier
-
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • 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)
-
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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:
      • Male Fertility Age Factor:
        • Points:
          • (14, 0)
          • (18, 1)
          • (50, 1)
          • (90, 0)
    • Female Fertility Age Factor:
        • Points:
          • (14, 0)
          • (20, 1)
          • (28, 1)
          • (35, 0.5)
          • (40, 0.1)
          • (45, 0.02)
          • (50, 0)
    • StatPart_FertilityByHediffs
-
  • Def Name:
    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.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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
  • Def Name:
    MechControlGroups
  • Label:
    mech control groups
How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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
  • Def Name:
    MechRemoteRepairDistance
  • Label:
    mech remote repair distance
How far away a mech can be during remote repair.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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: false
- 2000
  • Def Name:
    MechRemoteShieldDistance
  • Label:
    mech remote shield distance
The maximum range at which a mechanitor can place a shield on a mechanoid.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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: false
- 2000
  • Def Name:
    MechRemoteShieldEnergy
  • Label:
    mech remote shield energy
The energy a remote shield will have when created by a mechanitor.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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: false
- 2000
  • Def Name:
    MechFormingSpeed
  • Label:
    mech gestation speed
A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • Worker Class: StatWorker_Mechanitor
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
  • 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%
2000
  • Def Name:
    MechRepairSpeed
  • Label:
    mech repair speed
A multiplier on how fast a mechanitor can repair mechanoids.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • Worker Class: StatWorker_Mechanitor
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 80%
      • Bonus Per Level: +10%
2000
  • Def Name:
    SubcoreEncodingSpeed
  • Label:
    subcore encoding speed
A multiplier on how fast a mechanitor can create subcores.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • Worker Class: StatWorker_Mechanitor
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +10%
2000
  • Def Name:
    BandwidthCost
  • Label:
    bandwidth cost

How much bandwidth this mech consumes when under mechanitor control.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
- 2000
  • Def Name:
    ControlTakingTime
  • Label:
    control taking time

How many seconds it will take for a mechanitor to take control of this mech.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 12
  • Min Value: 0
  • To String Style: Integer
  • Format String: {0}s
  • Show If Undefined: false
- 2010
  • Def Name:
    MechEnergyUsageFactor
  • Label:
    energy usage multiplier

A multiplier on how fast a mechanoid consumes its energy reserves while operating.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show If Undefined: false
- 2000
  • Def Name:
    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.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 500%
  • Min Value: 0%
  • Show If Undefined: false
2000
  • Def Name:
    MechEnergyLossPerHP
  • Label:
    repair energy cost

The amount of energy that this mechanoid loses for every 100 damage repaired.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Worker Class: StatWorker_MechEnergyLossPerHP
  • Default Base Value: 0.333
  • Min Value: 0
  • To String Style: Integer
  • Show If Undefined: false
- 2020
  • Def Name:
    HemogenGainFactor
  • Label:
    hemogen gain multiplier
A multiplier on the amount of hemogen gained.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
- -
  • Def Name:
    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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
- 1001
  • Def Name:
    CancerRate
  • Label:
    cancer rate factor
A multiplier on how likely this person is to develop cancer in any given time frame.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2100
  • Def Name:
    LearningRateFactor
  • Label:
    learning rate factor
A multiplier on how quickly a child's learning need is fulfilled by learning activities.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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
  • Def Name:
    GrowthVatOccupantSpeed
  • Label:
    growth vat occupant speed
A multiplier on how quickly this person will grow when in a growth vat.
  • Display Order:
    130
  • Def Name:
    PawnMisc
  • Label:
    Misc
  • Display All By Default:
    false
  • 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
  • Def Name:
    WorkSpeedGlobalOffsetMech
  • Label:
    mech work speed offset
A work speed offset applied to a mechanitor's mechs.
  • Display Order:
    105
  • Def Name:
    Mechanitor
  • Label:
    Mechanitor
  • Display All By Default:
    true
  • 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
  • Def Name:
    ContainmentStrength
  • Label:
    containment strength
  • Offset Label:
    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.
  • Display Order:
    600
  • Def Name:
    Containment
  • Label:
    Containment
  • Display All By Default:
    false
  • Worker Class: StatWorker_ContainmentStrength
  • Show On Default Value: true
  • Default Base Value: 0
  • Min Value: 0
  • To String Style: FloatOne
- -
  • Def Name:
    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.
  • Display Order:
    600
  • Def Name:
    Containment
  • Label:
    Containment
  • Display All By Default:
    false
  • Worker Class: StatWorker_MinimumContainmentStrength
  • Overrides Hide Stats: true
  • Show On Default Value: false
  • Default Base Value: 0
  • To String Style: FloatOne
- 9999
  • Def Name:
    ColdContainmentBonus
  • Label:
    cold containment bonus
This entity is less likely to escape if kept in a very cold room.
  • Display Order:
    600
  • Def Name:
    Containment
  • Label:
    Containment
  • Display All By Default:
    false
  • Worker Class: StatWorker_ColdContainmentBonus
  • Overrides Hide Stats: true
  • Default Base Value: 0%
  • To String Style: PercentZero
- -
  • Def Name:
    EntityStudyRate
  • Label:
    entity study rate
The rate at which this person generates knowledge from studying unnatural entities.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Default Value: false
  • Min Value: 0.1%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true

  • Capacity Factors:
211
  • Def Name:
    StudyEfficiency
  • Label:
    study efficiency
A multiplier on how much knowledge a person gets when studying unnatural entities.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
  • Def Name:
    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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • 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
209
  • Def Name:
    PsychicRitualQuality
  • Label:
    psychic ritual quality
How much nearby buildings improve quality of psychic rituals performed here.
  • Display Order:
    500
  • Def Name:
    PsychicRituals
  • Label:
    Psychic ritual
  • Display All By Default:
    false
  • Show On Default Value: false
  • Default Base Value: 0%
  • To String Style: PercentZero
- -
  • Def Name:
    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.
  • Display Order:
    500
  • Def Name:
    PsychicRituals
  • Label:
    Psychic ritual
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Show On Default Value: false
  • To String Style: PercentZero
- -