Difference between revisions of "User:JuliaCat/test"

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{{Stub|reason=general}}
 
{{See also|Disease|Injury|Ailments|Artificial body parts}}
 
 
A '''Hediff''' (short for ''he''alth ''diff''erence) is a modifier applied to either the whole or a specific part of a pawn, producing the wide variety of effects. These represent themselves in-game as [[disease]]s, [[injury|injuries]], [[ailments]], [[artificial body parts]], and so on.
 
 
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
== Core{{RimworldIcon}} ==
+
== Room Stats ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
<div class="mw-collapsible">
+
<div>
=== Example Table ===
+
<!-- Core RoomStats.xml -->
<div class="mw-collapsible-content">
+
{| {{STDT}}
{| id="Example table" {{STDT| sortable}}
+
! Name !! Details !! Score Stages / Curve
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
<!--======= Primary stats (calcualated from physical conditions) =======-->
|- id="" <!-- defName="" -->
+
|- id="Impressiveness" <!-- defName="Impressiveness" -->
! <br />()
+
! Impressiveness
| <br />()
+
|<!-- Details -->
|  
+
* Worker Class: '''RoomStatWorker_Impressiveness'''
|# ''':''' <br /><br /><!---
+
* Update Priority: '''1'''
--># ''':''' <br /><br /><!---
+
* Display Rounded: {{Good|true}}
--># ''':'''
+
* Roomless Score: '''0'''
|- id="" <!-- defName="" -->
+
| '''Score Stages:'''
! ()
+
{| {{STDT}}
|  ()
+
! Min Score !! Label
| '''Makes Sick Thought:''' {{|}}<br />'''Lethal Severity:''' %<br />'''Scenario Can Add:''' <br />'''Tendable:''' {{|}}<br/>'''Base Tend Duration Hours:''' <br />'''Severity Per Day Tended:''' {{---|%}}<br />'''Severity Per Day Not Immune:''' {{++|%}}<br />'''Immunity Per Day Sick:''' {{+|%}}<br />'''Severity Per Day Immune:''' {{---|%}}<br />'''Immunity Per Day Not Sick:''' {{---|%}}<br />'''Disappears After Ticks:''' {{Ticks|0}}~{{Ticks|0}}<br />'''Show Remaining Time:''' {{Good|true}}<br /><br /><!--
+
|-
-->'''Hediff Class:''' <br />'''Default Label Color:''' {{Color|0%|0%|0%}}<br />'''Force Render Tree Recache:''' <br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
+
!   -
-->'''Show Tend Quality:''' {{Good|true}}<br /><br /><!--
+
| awful
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' <br />'''Label Tended Well Inner:''' <br />'''Label Solid Tended Well:''' <br /><br /><!--
+
|-
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|%}}<br /><br /><!--
+
!  20
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' <br /><br /><!--
+
| dull
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|%}}<br />'''Can Merge:''' <br />'''Destroyed Label:''' <br />'''Destroyed Out Label:''' <br /><br /><!--
+
|-
--> # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
+
!  30
| # '''''Minor:'''''<br />'''Become Visible:''' {{Good|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
+
| mediocre
--> # '''''Moderate:'''''<br />'''Min Severity:''' %<br /><br /><!--
+
|-
--> # '''''Major:'''''<br />'''Min Severity:''' %<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
+
!  40
--> # '''''Severe:'''''<br />'''Min Severity:''' %<br />'''Vomit {{MTB}} Days:''' <br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
+
| decent
--> # '''''Extreme:'''''<br />'''Min Severity:''' %<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br />'''[[Breathing]] Offset:''' {{--|%}}
+
|-
 +
! 50
 +
| slightly impressive
 +
|-
 +
!  65
 +
| somewhat impressive
 +
|-
 +
!  85
 +
| very impressive
 +
|-
 +
! 120
 +
| extremely impressive
 +
|-
 +
! 170
 +
| unbelievably impressive
 +
|-
 +
! 240
 +
| wondrously impressive
 +
|}
 +
|- id="Wealth" <!-- defName="Wealth" -->
 +
! Wealth
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Wealth'''
 +
* Update Priority: '''2'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!      -
 +
| impoverished
 +
|-
 +
!    500
 +
| somewhat poor
 +
|-
 +
!    700
 +
| mediocre
 +
|-
 +
!    2000
 +
| somewhat rich
 +
|-
 +
!    4000
 +
| rich
 +
|-
 +
!  10000
 +
| luxurious
 +
|-
 +
!  40000
 +
| very luxurious
 +
|-
 +
!  100000
 +
| extremely luxurious
 +
|-
 +
! 1000000
 +
| unbelievably luxurious
 +
|}
 +
|- id="Space" <!-- defName="Space" -->
 +
! Space
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Space'''
 +
* Update Priority: '''2'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''350'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| cramped
 +
|-
 +
!  12.5
 +
| rather tight
 +
|-
 +
!  29 
 +
| average-sized
 +
|-
 +
!  55 
 +
| somewhat spacious
 +
|-
 +
!  70 
 +
| quite spacious
 +
|-
 +
! 130 
 +
| very spacious
 +
|-
 +
! 349.5
 +
| extremely spacious
 +
|}
 +
|- id="Beauty" <!-- defName="Beauty" -->
 +
! Beauty
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Beauty'''
 +
* Update Priority: '''2'''
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| hideous
 +
|-
 +
!  -3.5
 +
| ugly
 +
|-
 +
!   0.0
 +
| neutral
 +
|-
 +
!  2.4
 +
| pretty
 +
|-
 +
!  5.0
 +
| beautiful
 +
|-
 +
!  15.0
 +
| very beautiful
 +
|-
 +
!  50.0
 +
| extremely beautiful
 +
|-
 +
! 100.0
 +
| unbelievably beautiful
 +
|}
 +
|- id="Cleanliness" <!-- defName="Cleanliness" -->
 +
! Cleanliness
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Cleanliness'''
 +
* Update Priority: '''2'''
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| very dirty
 +
|-
 +
! -1.1
 +
| dirty
 +
|-
 +
! -0.4
 +
| slightly dirty
 +
|-
 +
! -0.05
 +
| clean
 +
|-
 +
!  0.4
 +
| sterile
 +
|}
 +
|- id="Reading bonus" <!-- defName="ReadingBonus" -->
 +
! Reading bonus
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_ReadingBonus'''
 +
* Roomless Score: '''1'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
! -
 +
<!--======= Dependent stats (calculated from other stats) =======-->
 +
|- id="Infection chance factor" <!-- defName="InfectionChanceFactor" -->
 +
! Infection chance factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''1.0'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Infection chance factor
 +
|-
 +
! -5
 +
| 1.0 <!-- Never worse than no tending at all -->
 +
|-
 +
!  0
 +
| 0.5
 +
|-
 +
!  1
 +
| 0.2
 +
|}
 +
|- id="Surgery success chance cleanliness factor" <!-- defName="SurgerySuccessChanceCleanlinessFactor" -->
 +
! Surgery success chance cleanliness factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.6'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Surgery success chance cleanliness factor
 +
|-
 +
! -5
 +
| 0.6
 +
|-
 +
!  0
 +
| 1.0
 +
|-
 +
!  5
 +
| 1.15
 +
|}
 +
|- id="Research speed factor" <!-- defName="ResearchSpeedFactor" -->
 +
! Research speed factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.75'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Research speed factor
 +
|-
 +
! -5.0
 +
| 0.75
 +
|-
 +
! -2.5
 +
| 0.85
 +
|-
 +
!  0.0
 +
| 1.00
 +
|-
 +
!  1.0
 +
| 1.15
 +
|}
 +
|- id="Grave visiting recreation factor" <!-- defName="GraveVisitingJoyGainFactor" -->
 +
! Grave visiting recreation factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''1'''
 +
* Input Stat: '''[[Impressiveness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Impressiveness !! Grave visiting recreation factor
 +
|-
 +
! -150
 +
| 1.0
 +
|-
 +
!    0
 +
| 1.0
 +
|-
 +
!  150
 +
| 1.4
 
|}
 
|}
</div>
+
|- id="Food poison chance" <!-- defName="FoodPoisonChance" -->
</div>
+
! Food poison chance
 
+
|<!-- Details -->
=== Debug ===
+
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
{| id="Debug" {{STDT| sortable}}
+
* Update Priority: '''0'''
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
* Is Hidden: {{Good|true}}
|- id="Unburnable" <!-- defName="DEV_Unburnable" -->
+
* Roomless Score: '''0.02'''
! Unburnable
+
* Input Stat: '''[[Cleanliness]]'''
| Cannot catch fire.
+
| '''Curve Points:'''
| -
+
{| {{STDT}}
| '''[[Flammability]] Factor:''' {{Good|x0%}}
+
! Cleanliness !! Food poison chance
 +
|-
 +
! -5 
 +
| 0.05
 +
|-
 +
! -3.5
 +
| 0.025
 +
|-
 +
! -2 
 +
| 0
 
|}
 
|}
 
+
<!-- Ideology RoomStats.xml -->
<div class="mw-collapsible">
+
|- id="Biosculpter pod speed factor" <!-- defName="BiosculpterPodSpeedFactor" -->
=== Global ===
+
! Biosculpter pod speed factor
<div class="mw-collapsible-content">
+
|<!-- Details -->
<div class="mw-collapsible mw-collapsed">
+
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
==== Misc ====
+
* Update Priority: '''0'''
<div class="mw-collapsible-content">
+
* Is Hidden: {{Good|true}}
{| id="Global misc" {{STDT| sortable}}
+
* Roomless Score: '''0.7''' <!-- outdoors etc same as dirty room -->
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
* Input Stat: '''[[Cleanliness]]'''
|- id="Blood loss" <!-- defName="BloodLoss" -->
+
| '''Curve Points:'''
! Blood loss
+
{| {{STDT}}
| A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
+
! Cleanliness !! Biosculpter pod speed factor
<br />Blood loss naturally recovers over time as the body slowly regenerates its blood supply.
+
|-
| '''Lethal Severity:''' 100%
+
! -5
|# '''''Minor:''''' Become Visible; false<br /><br /><!---
+
| 0.7
--># '''''Minor:''''' '''Min Severity:''' 15%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
+
|-
--># '''''Moderate:''''' '''Min Severity:''' 30%<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
+
! -1
-->'''''Severe:''''' '''Min Severity:''' 45%<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
+
| 0.9
--># '''''Extreme:''''' '''Min Severity:''' 60%, Life Threatening; true<br />'''[[Consciousness]]:''' Offset; {{--|40%}}<br />Max; {{Bad|10%}}
+
|-
|- id="Disease base" <!-- defName="", Name="DiseaseBase", Abstract="True" -->
+
! 0
| Disease Base
+
| 1
| Used for many Hediffs
+
|-
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.001<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
! 1
| -
+
| 1.25
|- id="Anesthetic" <!-- defName="Anesthetic", ParentName="DiseaseBase" -->
 
! Anesthetic
 
| Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Is Bad:''' false<br />'''Initial Severity:''' 100%<br />'''Max Severity:''' 100%<br />'''Disappears After Ticks:''' {{Ticks|45000}}~{{Ticks|120000}}<br />'''Show Remaining Time:''' true<br />'''Severity Per Day:''' {{---|80%}}
 
| '''Wearing off:''' Pain Factor; {{Good|95%}}<br />Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Max;''' {{Bad|90%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Moving]] Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 50<br /><br /><!---
 
-->'''Woozy:''' '''Min Severity:''' 60%, Pain Factor; {{Good|80%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|70%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Talking]] Offset:''' {{--|20%}}<br />'''[[Digestion]] Offset:''' {{--|20%}}<br />'''[[Sight]] Offset:''' {{--|15%}}<br />Forget Memory Thought {{MTB}} Days; 5 <br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 5<br /><br /><!---
 
-->'''Sedated:''' '''Min Severity:''' 80%, Pain Factor; {{Good|0%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|1%}}
 
|- id="Catatonic breakdown" <!-- defName="CatatonicBreakdown", ParentName="DiseaseBase" -->
 
! Catatonic breakdown <br />(A catatonic breakdown)
 
| A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|100000}}~{{Ticks/gametime/days|300000}}<br />Recovery Thought; [[Thoughts#Catharsis|Catharsis]]
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic shock" <!-- defName="PsychicShock", ParentName="DiseaseBase" -->
 
! Psychic shock <br />(A psychic shock)
 
| A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic coma" <!-- defName="PsychicComa", ParentName="DiseaseBase" -->
 
! Psychic coma <br />(A psychic coma)
 
| A form of benign coma during which the brain recovers from a psychic overload.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic hangover" <!-- defName="PsychicHangover", ParentName="DiseaseBase" -->
 
! Pychic hangover <br />(A psychic hangover)
 
| An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|60000}}<br />Severity Per Day: 100%
 
| # '''Forming:''' Min Severity: 0%<br /><br /><!---
 
--> # '''Buzzing:''' Min Severity: 6.25%<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor: {{Bad|80%}}<br />Hunger Rate Factor; {{Bad|150%}}<br />Rest Fall Rate Factor: {{Bad|150%}}
 
|- id="[[Brain]] shock" <!-- defName="BrainShock" -->
 
! [[Brain]] shock <br />(A brain shock)
 
| After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Disappears After Ticks:''' {{Ticks|2500}}~{{Ticks|3500}}
 
| '''[[Consciousness]]:''' Max; {{Bad|10%}}
 
|- id="Cryptosleep sickness" <!-- defName="CryptosleepSickness", ParentName="DiseaseBase" -->
 
! Cryptosleep sickness
 
| After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. <br />(After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />scenarioCanAdd; true<br />'''Disappears After Ticks:''' {{Ticks|8000}}~{{Ticks|12000}}<br />showRemainingTime; true
 
| Vomit {{MTB}} Days: 0.125<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|90%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}
 
|- id="Food poisoning" <!-- defName="FoodPoisoning", ParentName="DiseaseBase" -->
 
! Food poisoning
 
| Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: {{---|100%}}
 
| # '''Recovering:''' Vomit {{MTB}} Days; 0.4<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 20%, Vomit {{MTB}} Days; 0.2<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|50%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|50%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|80%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|85%}}<br />'''[[Talking]]:''' Post Factor; {{Bad|80%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|30%}}<br /><br /><!---
 
--> # '''Initial:''' Min Severity: 80%, Vomit {{MTB}} Days; 0.3<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}
 
|- id="Toxic buildup" <!-- defName="ToxicBuildup" -->
 
! Toxic buildup
 
| Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.
 
<br />At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.
 
<br />If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true<br />'''Makes Sick Thought:''' {{Bad|true}}<br />scenarioCanAdd: true, taleOnVisible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic<br />'''Severity Per Day Not Immune:''' {{---|8%}}<br />surgicalDetectionDesc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
 
|# '''Initial:''' becomeVisible: false<br /><br /><!---
 
--># '''Initial:''' Min Severity: 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' Min Severity: 40%, Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 146, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 438, Can Affect Any Live Part: true<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 60%, Vomit {{MTB}} Days: 1<br />'''[[Consciousness]] Offset:''' {{--|25%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 37, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 111, Can Affect Any Live Part: true<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 80%, Vomit {{MTB}} Days: 0.5<br />'''[[Consciousness]]:''' Max; {{Bad|10%}}<br />Offset; {{--|25%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 13, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 39, Can Affect Any Live Part: true
 
|- id="Pregnant" <!-- defName="Pregnant" -->
 
! Pregnant <br />(Pregnancy)<br />Debug Label Extra: animal
 
| This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.
 
| '''Hediff Class:''' Hediff_Pregnant<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />Is Bad: false, Initial Severity: 0.1%, preventsPregnancy: true, pregnant: true, Message After Ticks: {{Ticks|600}}<br />Message: {0} is pregnant!, messageType: PositiveEvent
 
|# '''Early-stage:''' Vomit {{MTB}} Days: 2.5<br /><br /><!---
 
--># '''Middle-stage:''' Min Severity: 33.3%<br />'''[[Moving]] Offset:''' {{--|15%}}<br /><br /><!---
 
--># '''Late-stage:''' Min Severity: 66.6%, Vomit {{MTB}} Days: 2<br />'''[[Moving]] Offset:''' {{--|30%}}
 
|- id="[[Heart]] attack" <!-- defName="HeartAttack" -->
 
! heart attack <br />(A heart attack)
 
| A disruption in the heart's normal beating rhythm. [[Heart]] attacks can be debilitatingly painful. They can worsen and lead to death, or recover.
 
| '''Hediff Class:''' Hediff_HeartAttack<br />'''Default Label Color:''' {{Color|100%|20%|20%}}<br />'''Initial Severity:''' 40%<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}
 
|# '''Painful:''' lifeThreatening: true<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]] Post Factor:''' {{Bad|50%}}<br /><br /><!---
 
--># '''Debilitating:''' Min Severity: 60%, lifeThreatening: true<br />'''Pain Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br /><br /><!---
 
--># '''Fatal:''' Min Severity: 100%
 
|- id="Drug overdose" <!-- defName="DrugOverdose" -->
 
! Drug overdose <br />(A drug overdose)
 
| Generalized toxic effects due to over-concentration of drugs in the bloodstream.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|100%|0%|50%}}<br />'''Lethal Severity:''' 100%, severityPerDay: {{---|100%}}<br />sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing!
 
|# '''''Minor:''''' becomeVisible: false<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 50%, Vomit {{MTB}} Days: 0.3<br />'''[[Consciousness]] Max:''' {{Bad|50%}}<br /><br /><!---
 
--># '''''Major:''''' Min Severity: 75%, Death {{MTB}} Days: 3<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''HediffGivers Random:''' Hediff: ChemicalDamageModerate, {{MTB}} Days: 2.5<br />'''Parts To Affect:''' [[Brain]]
 
|- id="Resurrection sickness" <!-- defName="ResurrectionSickness", ParentName="DiseaseBase" -->
 
! Resurrection sickness
 
| After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|90000}}~{{Ticks/gametime/days|150000}}<br />showRemainingTime: true
 
| Vomit {{MTB}} Days: 0.5<br />'''[[Moving]] Post Factor:''' {{Bad|10%}}<br />'''[[Manipulation]] Post Factor:''' {{Bad|10%}}
 
|- id="Covered in firefoam" <!-- defName="CoveredInFirefoam" -->
 
! Covered in firefoam
 
| Covered in a fire-retardant foam.
 
| '''Hediff Class:''' Hediff_CoveredInFirefoam<br />'''Disappears After Ticks:''' {{Ticks|900}}
 
| '''[[Flammability]]:''' {{Good|0%}}
 
|- id="Psychic invisibility" <!-- defName="PsychicInvisibility" -->
 
! Psychic invisibility
 
| Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.
 
| '''Hediff Class:''' Hediff With Comps<br />Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death
 
| -
 
 
|}
 
|}
</div>
+
<!-- Biotech RoomStats.xml -->
</div>
+
|- id="Assembly speed factor" <!-- defName="AssemblySpeedFactor" -->
 
+
! Assembly speed factor
==== Needs ====
+
|<!-- Details -->
{| id="Global needs" {{STDT| sortable}}
+
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
* Update Priority: '''0'''
|- id="Malnutrition" <!-- defName="Malnutrition" -->
+
* Is Hidden: {{Good|true}}
! Malnutrition
+
* Roomless Score: '''0.75'''
| Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.
+
* Input Stat: '''[[Cleanliness]]'''
| '''Lethal Severity:''' 100%, scenarioCanAdd: true
+
| '''Curve Points:'''
|# '''Trivial:''' socialFightChanceFactor: {{Bad|x150%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|50%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
+
{| {{STDT}}
--># '''''Minor:''''' Min Severity: 20%, socialFightChanceFactor: {{Bad|x200%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
+
! Cleanliness !! Assembly speed factor
--># '''''Moderate:''''' Min Severity: 40%, socialFightChanceFactor: {{Bad|x250%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
+
|-
--># '''''Severe:''''' Min Severity: 60%, socialFightChanceFactor: {{Bad|x300%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!---
+
! -5.0
--># '''''Extreme:''''' Min Severity: 80%<br />'''Life Threatening:''' {{Bad|true}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
+
| 0.75
 +
|-
 +
! -2.5
 +
| 0.85
 +
|-
 +
! 0.0
 +
| 1.00
 +
|-
 +
!  1.0
 +
| 1.15
 
|}
 
|}
 
==== Temperature ====
 
{| id="Global temperature" {{STDT| sortable}}
 
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
 
|- id="Heatstroke" <!-- defName="Heatstroke" -->
 
! Heatstroke
 
| A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
 
| '''Default Label Color:''' {{Color|80%|80%|35%}}<!--#cccc59 --><br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HeatstrokeRevealed
 
|# '''Initial:''' becomeVisible: false<br /><br /><!---
 
--># '''Initial:''' Min Severity: 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermia" <!-- defName="Hypothermia" -->
 
! Hypothermia
 
| Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
 
| '''Default Label Color:''' {{Color|80%|80%|100%}}<br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HypothermiaRevealed
 
|# '''Shivering:''' becomeVisible: false<br /><br /><!---
 
--># '''Shivering:''' Min Severity: 4%<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /># '''''Serious:''''' Min Severity: 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<!--
 
--># '''''Extreme:''''' Min Severity: 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermic slowdown" <!-- defName="HypothermicSlowdown" -->
 
! Hypothermic slowdown
 
| A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
 
| '''Default Label Color:''' {{Color|80%|80%|100%}}
 
|# '''''Minor:''''' becomeVisible: false<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 4%<br />'''[[Moving]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Moderate:''''' Min Severity: 20%, [[Hunger Rate]] Factor Offset: {{---|10%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 35%, [[Hunger Rate]] Factor Offset: {{---|40%}}<br />'''[[Moving]] Offset:''' {{--|40%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 62%, [[Hunger Rate]] Factor Offset: {{---|95%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
 
|}
 
|}
 +
</div>
 
</div>
 
</div>
 
</div>
 
</div>
  
 +
== Stats Nav Test ==
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
=== Local ===
+
=== All 230 Stats ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
<div class="mw-collapsible">
+
<!-- Capacities don't really belong being merged with a long list of stats that diverge from pawn related info, but it is such a small list that it doesn't necessarily warrant its own nav -->
==== Chronic ====
+
;[[Capacity|Capacities]]
<div class="mw-collapsible-content">
+
:[[Pain]] &bull; [[Consciousness]] &bull; [[Moving]] &bull; [[Manipulation]] &bull; [[Talking]] &bull; [[Eating]] &bull; [[Sight]] &bull; [[Hearing]] &bull; [[Breathing]] &bull; [[Blood Filtration]]  &bull; [[Blood Pumping]] &bull; [[Digestion]]
{| id="Local chronic" {{STDT| sortable}}
+
 
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
<!-- 242 StatDefs: 230 Stats, 12 Bases, 233 defNames -->
|- id="ChronicDiseaseBase" <!-- defName="", Name="ChronicDiseaseBase", ParentName="DiseaseBase", Abstract="True" -->
+
;Basics - <small>Important</small><!--{1} 3 StatDefs
! Chronic Disease Base
+
-->
| -
+
:[[Honor Value]] {{RoyaltyIcon}}<!--{2508}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Market Value]]<!--{ParentName="MarketValueBase", 2510}
-->'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
--> &bull; [[Market Value Ignoring Hitpoints]]<!--{ParentName="MarketValueBase", 2510, Always Hide}
| -
+
-->
|- id="Bad back" <!-- defName="BadBack", ParentName="ChronicDiseaseBase" -->
+
 
! Bad back <br />(A bad back)
+
;Basics - <small>Non Pawn Important</small><!--{2} 4 StatDefs
| Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
+
-->
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
:[[Nutrition]]<!--{3000}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
--> &bull; [[Medical Potency]]<!--{4000}
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
+
--> &bull; [[Medical Tend Quality Maximum]]<!--{4010}
|- id="Frail" <!-- defName="Frail", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Max Hit Points]]<!--{99997}
! Frail <br />(Frailty)
+
-->
| Generalized loss of muscle and bone density.
+
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
;Basics - <small>Basics</small><!--{10} 9 StatDefs
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
-->
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}
+
:[[Mass]]<!--{1500}
|- id="Cataract" <!-- defName="Cataract", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Flammability]]<!--{3000}
! Cataract <br />(A cataract)
+
--> &bull; [[Psychic Sensitivity Factor]]<!--{3500}
| Milky-looking opacity in the eye. Cataracts impair vision.
+
--> &bull; [[Psychic Sensitivity Offset]]<!--{3500}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Neural Heat Limit Offset]]<!--{May Require Any Of: Royalty, Biotech; 3525}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
+
--> &bull; [[Neural Heat Recovery Rate Offset]]<!--{May Require Any Of: Royalty, Biotech; 3550}
| # '''Part Efficiency Offset:''' {{--|50%}}
+
--> &bull; [[Slave Suppression Offset]] {{IdeologyIcon}}<!--{3600}
|- id="Blindness" <!-- defName="Blindness", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Terror (Source)]] {{IdeologyIcon}}<!--{3600}
! Blindness
+
--> &bull; [[Max Install Count]] {{BiotechIcon}}<!--{4020, For Information Only}
| Total inability to see.
+
-->
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
+
;Basics - <small>[[Pawn]]</small><!--{11} 38 StatDefs
| # '''Part Efficiency Offset:''' {{--|100%}}
+
-->
|- id="Hearing loss" <!-- defName="HearingLoss", ParentName="ChronicDiseaseBase" -->
+
:[[Fertility]] {{BiotechIcon}}<!--{-}
! Hearing loss
+
--> &bull; [[Hemogen Gain Multiplier]] {{BiotechIcon}}<!--{-}
| Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
+
--> &bull; [[Recreation Fall Rate]]<!--{-}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Sleep Fall Rate]]<!--{-}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
+
--> &bull; [[Eating Speed]]<!--{1000}
| # '''Part Efficiency Offset:''' {{--|50%}}
+
--> &bull; [[Foraged Food Amount]]<!--{1000}
|- id="Dementia" <!-- defName="Dementia", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Raw Nutrition Multiplier]] {{BiotechIcon}}<!--{1001}
! Dementia
+
--> &bull; [[Learning Rate Factor]] {{BiotechIcon}}<!--{1350}
| Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins.
+
--> &bull; [[Minimum Handling Skill]]<!--{1500}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Ideoligion Spread Chance]] {{IdeologyIcon}}<!--{1899}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' truedecayPerDayPercentageLevelCurve: <br />(4, 0.05), <br />(12, 0.15), <br />(20, 0.25)
+
--> &bull; [[Global Certainty Loss Factor]] {{IdeologyIcon}}<!--{1900}
| # '''Part Efficiency Offset:''' {{--|15%}}<br />'''[[Talking]] Offset:''' {{--|25%}}<br />'''[[Hearing]] Offset:''' {{--|25%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 5
+
--> &bull; [[Mental Break Threshold]]<!--{2000}
|- id="Alzheimer's" <!-- defName="Alzheimers", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Immunity Gain Speed]]<!--{2000}
! Alzheimer's
+
--> &bull; [[Pain Shock Threshold]]<!--{2000}
| A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
+
--> &bull; [[Lifespan Factor]]<!--{2000}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Minimum Comfortable Temperature]]<!--{2010}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Severity Per Day Not Immune:''' {{++|0.3%}}
+
--> &bull; [[Maximum Comfortable Temperature]]<!--{2010}
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 12<br />'''Forget Memory Thought {{MTB}} Days:''' 7<br /><br /><!---
+
--> &bull; [[Cancer Rate Factor]] {{BiotechIcon}}<!--{2100}
--> # '''''Minor:''''' Min Severity: 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 9<br />'''Forget Memory Thought {{MTB}} Days:''' 4, pctConditionalThoughtsNullified: 15%<br /><br /><!---
+
--> &bull; [[Injury Healing Factor]]<!--{2201}
--> # '''''Major:''''' Min Severity: 50%<br />'''Part Efficiency Offset:''' {{--|15%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 7<br />'''Forget Memory Thought {{MTB}} Days:''' 2, pctConditionalThoughtsNullified: 33%<br /><br /><!---
+
--> &bull; [[Caravan Riding Speed]]<!--{2203}
--> # '''''Major:''''' Min Severity: 80%<br />'''Part Efficiency Offset:''' {{--|20%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 4<br />'''Forget Memory Thought {{MTB}} Days:''' 1, pctConditionalThoughtsNullified: 50%
+
--> &bull; [[Carrying Capacity]]<!--{2203}
|- id="Asthma" <!-- defName="Asthma", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Filth Rate]]<!--{2205}
! Asthma
+
--> &bull; [[Crawl Speed]]<!--{2499}
| A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms.
+
--> &bull; [[Move Speed]]<!--{2500}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Max Nutrition]]<!--{2501}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 50%<br />'''Tendable:''' {{Good|true}}<br />'''Cure All At Once If Cured By Item:''' {{Good|true}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}<br />'''Base Tend Duration Hours:''' 168<br />'''Tend All At Once:''' {{Good|true}}<br />'''Severity Per Day Tended:''' {{---|80%}}
+
--> &bull; [[Rest Rate Multiplier]]<!--{2501}
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
+
--> &bull; [[Toxic Environment Resistance]]<!--{3450}
--> # '''''Major:''''' Min Severity: 30%<br />'''Part Efficiency Offset:''' {{--|30%}}<br /><br /><!---
+
--> &bull; [[Toxic Resistance]]<!--{3451}
--> # '''''Major:''''' Min Severity: 45%<br />'''Part Efficiency Offset:''' {{--|50%}}
+
--> &bull; [[Animals Learning Factor]]<!--{3500}
|- id="Artery blockage" <!-- defName="HeartArteryBlockage", ParentName="ChronicDiseaseBase" -->
+
--> &bull; [[Global Learning Factor]]<!--{3500}
! Artery blockage <br />(An artery blockage)
+
--> &bull; [[Neural Heat Limit]]<!--{May Require Any Of: Royalty, Biotech; 3500}
| A blockage in one of the critical arteries in the heart. [[Heart]] artery blockages randomly induce heart attacks.
+
--> &bull; [[Psychic Sensitivity]]<!--{3500}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Leather Amount]]<!--{3551}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Lethal Severity:''' 100%<br />'''Severity Per Day Not Immune:''' {{++|0.07%}}<br />severityPerDayNotImmuneRandomFactor: {{Bad|x50%}}~{{Bad|x300%}} <br />({{++|0.035%}}~{{++|0.21%}})
+
--> &bull; [[Meat Amount]]<!--{3552}
| Common to all stages:<br />'''HediffGivers Random:''' hediff: HeartAttack<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Parts To Affect:''' [[Heart]]<br /><br /><!---
+
--> &bull; [[Terror]] {{IdeologyIcon}}<!--{3600}
--> # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /> {{MTB}} Days: 300<br /><br /><!---
+
--> &bull; [[Neural Heat Gain (Factor)]] {{RoyaltyIcon}}<!--{4000}
--> # '''''Minor:''''' Min Severity: 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br />{{MTB}} Days: 200<br /><br /><!---
+
--> &bull; [[Neural Heat Recovery Rate]]<!--{4000}
--> # '''''Major:''''' Min Severity: 40%<br />'''Part Efficiency Offset:''' {{--|15%}}<br />{{MTB}} Days: 100<br /><br /><!---
+
--> &bull; [[Meditation Psyfocus Gain]]<!--{ParentName="MeditationFocusBase", May Require Any Of: Royalty, Biotech; 4010}
--> # '''''Major:''''' Min Severity: 60%<br />'''Part Efficiency Offset:''' {{--|35%}}<br />{{MTB}} Days: 60<br /><br /><!---
+
-->
--> # '''''Extreme:''''' Min Severity: 90%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Part Efficiency Offset:''' {{--|60%}}<br />{{MTB}} Days: 30
+
 
|- id="" <!-- defName="Carcinoma", ParentName="ChronicDiseaseBase" -->
+
;Basics - <small>Non Pawn</small><!--{12} 11 StatDefs
! Carcinoma <br />(A carcinoma)
+
-->
| A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.
+
:[[Construction Speed (Material Factor)]]<!--{2500}
<br />A skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma.
+
--> &bull; [[Deterioration Rate]]<!--{2500}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
--> &bull; [[Sell Price Multiplier]]<!--{2509}
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Hediff Class:''' Hediff With Comps<br />'''Initial Severity:''' 30%, chanceToCauseNoPain: 30%<br />'''Tendable:''' {{Good|true}}<br />removeOnQuestLodgers: true<br />'''Base Tend Duration Hours:''' 96<br />'''Severity Per Day Tended:''' {{---|0.27%}}<br />severityPerDayGrowing: {{++|0.3%}}<br />severityPerDayRemission: {{---|0.2%}}<br />severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5
+
--> &bull; [[Beauty]]<!--{3000}
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br />'''Pain Offset:''' {{++|10%}}<br /><br /><!---
+
--> &bull; [[Outdoor Beauty]]<!--{ParentName="Beauty", 3000}
--> # '''''Minor:''''' Min Severity: 15%<br />'''Part Efficiency Offset:''' {{--|25%}}<br />'''Pain Offset:''' {{++|20%}}<br /><br /><!---
+
--> &bull; [[Cleanliness]]<!--{3000}
--> # '''''Major:''''' Min Severity: 40%<br />'''Part Efficiency Offset:''' {{--|50%}}<br />'''Pain Offset:''' {{++|35%}}<br /><br /><!---
+
--> &bull; [[Comfort]]<!--{3000}
--> # '''''Major:''''' Min Severity: 60%<br />'''Part Efficiency Offset:''' {{--|80%}}<br />'''Pain Offset:''' {{++|50%}}<br /><br /><!---
+
--> &bull; [[Work To Make]]<!--{3100}
--> # '''''Extreme:''''' Min Severity: 80%<br />'''Part Efficiency Offset:''' {{--|90%}}<br />'''Pain Offset:''' {{++|60%}}<br /><br /><!---
+
--> &bull; [[Food Poison Chance (Food Stat)]]<!--{4000}
--> # '''''Extreme:''''' Min Severity: 100%<br />'''Part Efficiency Offset:''' {{--|100%}}<br />'''Pain Offset:''' {{++|70%}}<br />destroyPart: {{Bad|true}}
+
--> &bull; [[Shooting Accuracy (Turrets)]]<!--{4000}
<!--
+
--> &bull; [[Style Dominance]] {{IdeologyIcon}}<!--{6000}
|- id="" defName="", Name="OrganDecayDetailsBase" ParentName="ChronicDiseaseBase" Abstract="True"
+
-->
! Organ decay
+
 
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
+
;[[Mechanoid]]<!--{13} 6 StatDefs
| '''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%
+
-->
| -
+
:[[Bandwidth Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
|- id="" defName="", Name="OrganDecayBase" ParentName="OrganDecayDetailsBase" Abstract="True"
+
--> &bull; [[Energy Usage Multiplier]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
! -
+
--> &bull; [[Wastepacks Per Recharge]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
| -
+
--> &bull; [[Control Taking Time]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2010}
| canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed
+
--> &bull; [[Repair Energy Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2020}
|# '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{-|10%}}<br /><br /># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{-|25%}}<br /><br /># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{-|50%}}<br /><br /># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{-|75%}}<br />'''Life Threatening:''' {{Bad|true}}
+
--> &bull; [[EMP Resistance]]<!--{ParentName="MechStatBase", May Require Any Of: Biotech, Anomaly; 2030}
|- id="" defName="OrganDecay", ParentName="OrganDecayBase"
+
-->
! -
+
 
| -
+
;[[Meditation]]<!--{13} 2 StatDefs
| '''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} 30 ~ 60 days
+
-->
| -
+
:[[Meditation Plant Growth Offset]] {{RoyaltyIcon}}<!--{4000}
 +
--> &bull; [[Meditation Psyfocus Bonus]]<!--{ParentName="MeditationFocusBase", 4010}
 +
-->
 +
 +
;[[Terrain]]<!--{13} 2 StatDefs
 +
-->
 +
:[[Cleaning Time Multiplier]]<!--{-}
 +
--> &bull; [[Filth Multiplier]]<!--{-}
 +
-->
 +
 
 +
;[[Apparel]]<!--{30} 13 StatDefs
 +
-->
 +
:[[Armor - Material effect multiplier]]<!--{1, Always Hide}
 +
--> &bull; [[Insulation - Cold - Material effect multiplier]]<!--{2, Always Hide}
 +
--> &bull; [[Insulation - Heat - Material effect multiplier]]<!--{3, Always Hide}
 +
--> &bull; [[Equip Delay]]<!--{50}
 +
--> &bull; [[Effect Radius]]<!--{60}
 +
--> &bull; [[Jump Range]] {{RoyaltyIcon}}<!--{60}
 +
--> &bull; [[Shield Recharge Rate]]<!--{69}
 +
--> &bull; [[Shield Max Energy]]<!--{70}
 +
--> &bull; [[Insulation - Heat]]<!--{ParentName="InsulationBase", 89}
 +
--> &bull; [[Insulation - Cold]]<!--{ParentName="InsulationBase", 90}
 +
--> &bull; [[Armor - Heat]]<!--{ParentName="ArmorRatingBase", 98}
 +
--> &bull; [[Armor - Blunt]]<!--{ParentName="ArmorRatingBase", 99}
 +
--> &bull; [[Armor - Sharp]]<!--{ParentName="ArmorRatingBase", 100}
 +
-->
 +
 
 +
;[[Weapon]] ([[Ranged weapons|Ranged]])<!--{44} 6 StatDefs
 +
-->
 +
:[[Damage Multiplier]]<!--{5105}
 +
--> &bull; [[Ranged Cooldown]]<!--{5106}
 +
--> &bull; [[Accuracy (Long)]]<!--{ParentName="AccuracyBase", 5107}
 +
--> &bull; [[Accuracy (Medium)]]<!--{ParentName="AccuracyBase", 5108}
 +
--> &bull; [[Accuracy (Short)]]<!--{ParentName="AccuracyBase", 5109}
 +
--> &bull; [[Accuracy (Close)]]<!--{ParentName="AccuracyBase", 5110}
 +
-->
 +
 
 +
;[[Weapon]] ([[Melee weapons|Melee]])<!--{48} 3 StatDefs
 +
-->
 +
:[[Melee Damage Multiplier]]<!--{5008}
 +
--> &bull; [[Melee Weapon Average Armor Penetration]]<!--{5009, For Information Only}
 +
--> &bull; [[Melee Damage Per Second]]<!--{5010, For Information Only}
 +
-->
 +
 
 +
;[[Building]]<!--{50} 20 StatDefs
 +
-->
 +
:[[Research Speed Factor]]<!--{1000}
 +
--> &bull; [[Max Power Output]]<!--{1000}
 +
--> &bull; [[Work Speed Factor (Gene Assembly)]] {{BiotechIcon}}<!--{1000}
 +
--> &bull; [[Medical Tend Quality Offset]]<!--{2000}
 +
--> &bull; [[Work Speed Factor]]<!--{3000}
 +
--> &bull; [[Work Efficiency Factor]]<!--{3000}
 +
--> &bull; [[Work To Build]]<!--{3101}
 +
--> &bull; [[Door Opening Speed]]<!--{3102}
 +
--> &bull; [[Rest Effectiveness]]<!--{4000}
 +
--> &bull; [[Immunity Gain Speed Factor]]<!--{4000}
 +
--> &bull; [[Recreation Power]]<!--{4010}
 +
--> &bull; [[Baby Play Power]] {{BiotechIcon}}<!--{4020}
 +
--> &bull; [[Biosculpter Pod Speed Factor]] {{IdeologyIcon}}<!--{4100}
 +
--> &bull; [[Surgery Success Chance Factor]]<!--{4100}
 +
--> &bull; [[Birth Quality Offset]] {{BiotechIcon}} <!--{4110}
 +
--> &bull; [[Genetic Complexity Increase]] {{BiotechIcon}}<!--{4200, Always Hide}
 +
--> &bull; [[Reading Bonus]]<!--{4200}
 +
--> &bull; [[Trap Spring Chance]]<!--{5000}
 +
--> &bull; [[Trap Melee Damage]]<!--{5001}
 +
-->
 +
 
 +
;Ability<!--{60} 9 StatDefs
 +
-->
 +
:[[Detection Chance]]<!--{996}
 +
--> &bull; [[Goodwill Impact]]<!--{997}
 +
--> &bull; [[Effect Radius]]<!--{998}
 +
--> &bull; [[Duration]]<!--{999}
 +
--> &bull; [[Range]]<!--{1001}
 +
--> &bull; [[Psyfocus Cost]]<!--{1002}
 +
--> &bull; [[Neural Heat Gain]]<!--{1003}
 +
--> &bull; [[Casting Time]]<!--{1004}
 +
--> &bull; [[Psylink Level]]<!--{1005}
 +
-->
 +
 
 +
;[[Stuff]] Stat Factors (Multipliers when made of this) <!--{74} 8 StatDefs
 +
-->
 +
:[[Melee Cooldown]]<!--{4504}
 +
--> &bull; [[Sharp Damage]]<!--{4505}
 +
--> &bull; [[Blunt Damage]]<!--{4506}
 +
--> &bull; [[Insulation - Heat (material factor)]]<!--{4506}
 +
--> &bull; [[Insulation - Cold (material factor)]]<!--{4507}
 +
--> &bull; [[Armor - Heat (material factor)]]<!--{4508}
 +
--> &bull; [[Armor - Blunt (material factor)]]<!--{4509}
 +
--> &bull; [[Armor - Sharp (material factor)]]<!--{4510}
 +
-->
 +
 
 +
;[[Mechanitor]] {{BiotechIcon}}<!--{105} 9 StatDefs
 +
-->
 +
:[[Mech Bandwidth]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Control Groups]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Gestation Speed]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Repair Distance]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Shield Distance]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Shield Energy]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Repair Speed]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Subcore Encoding Speed]]<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Work Speed Offset]]<!--{5000}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Combat</small><!--{110} 31 StatDefs
 +
-->
 +
:[[Stagger Time Multiplier]]<!--{1200}
 +
--> &bull; [[Ranged Cooldown Multiplier]]<!--{1205}
 +
--> &bull; [[Aiming Time]]<!--{4040}
 +
--> &bull; [[Pawn Trap Spring Chance]]<!--{4047}
 +
--> &bull; [[Incoming Damage Multiplier]]<!--{4048}
 +
--> &bull; [[Accuracy Factor (Long)]]<!--{ParentName="ShootingAccuracyFactorBase", 4046}
 +
--> &bull; [[Accuracy Factor (Medium)]]<!--{ParentName="ShootingAccuracyFactorBase", 4047}
 +
--> &bull; [[Accuracy Factor (Short)]]<!--{ParentName="ShootingAccuracyFactorBase", 4048}
 +
--> &bull; [[Accuracy Factor (Close)]]<!--{ParentName="ShootingAccuracyFactorBase", 4049}
 +
--> &bull; [[Shooting Accuracy (People)]]<!--{4050}
 +
--> &bull; [[Mortar Miss Radius Multiplier]]<!--{4060}
 +
--> &bull; [[Melee Armor Penetration]]<!--{4100, For Information Only}
 +
--> &bull; [[Melee Dodge Chance]]<!--{4100}
 +
--> &bull; [[Melee Hit Chance]]<!--{4100}
 +
--> &bull; [[Melee Door Damage Factor]] {{BiotechIcon}}<!--{5000}
 +
--> &bull; [[Melee DPS]]<!--{5100, For Information Only}
 +
--> &bull; [[Melee Damage Factor]]<!--{5200}
 +
--> &bull; [[Melee Cooldown]]<!--{5201}
 +
--> &bull; [[Shooting Accuracy Multiplier (Child)]] {{BiotechIcon}}<!--{-, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Night]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Day]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Social</small><!--{120} 13 StatDefs
 +
-->
 +
:[[Suppression Power]] {{IdeologyIcon}}<!--{-}
 +
--> &bull; [[Bond Chance Factor]]<!--{1890}
 +
--> &bull; [[Train Animal Chance]]<!--{1900}
 +
--> &bull; [[Conversion Power]] {{IdeologyIcon}}<!--{1901}
 +
--> &bull; [[Tame Animal Chance]]<!--{1901}
 +
--> &bull; [[Arrest Success Chance]]<!--{2000}
 +
--> &bull; [[Pawn Beauty]]<!--{2000}
 +
--> &bull; [[Social Impact]]<!--{2000}
 +
--> &bull; [[Slave Suppression Fall Rate]] {{IdeologyIcon}}<!--{2200}
 +
--> &bull; [[Drug Sell Price Improvement]]<!--{2560}
 +
--> &bull; [[Animal Products Price Improvement]] {{IdeologyIcon}}<!--{2570}
 +
--> &bull; [[Trade Price Improvement]]<!--{2599}
 +
--> &bull; [[Negotiation Ability]]<!--{2600}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Misc</small><!--{130} 2 StatDefs
 +
-->
 +
:[[Growth Vat Occupant Speed]] {{BiotechIcon}}<!--{1850}
 +
-->  &bull; [[Biosculpter Occupant Speed]] {{IdeologyIcon}}<!--{1900}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Work</small><!--{140} 36 StatDefs
 +
-->
 +
:[[Pruning Speed]] {{IdeologyIcon}}<!--{-}
 +
--> &bull; [[Activity Suppression Speed]] {{AnomalyIcon}}<!--{209}
 +
--> &bull; [[Study Efficiency]] {{AnomalyIcon}}<!--{210}
 +
--> &bull; [[Entity Study Rate]] {{AnomalyIcon}}<!--{ParentName="IntellectualSkillBase", 211}
 +
--> &bull; [[Cleaning Speed Multiplier]]<!--{2500}
 +
--> &bull; [[Butchery Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Mechanoid Shredding Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Hunting Stealth]]<!--{4500}
 +
--> &bull; [[Research Speed]]<!--{ParentName="IntellectualSkillBase", 4500}
 +
--> &bull; [[Smelting Speed]]<!--{4500}
 +
--> &bull; [[Smoothing Speed]]<!--{4500}
 +
--> &bull; [[Animal Gather Speed]]<!--{4501}
 +
--> &bull; [[Animal Gather Yield]]<!--{4502}
 +
--> &bull; [[Hacking Speed]] {{IdeologyIcon}}<!--{4510}
 +
--> &bull; [[Drug Cooking Speed]]<!--{4510}
 +
--> &bull; [[Drug Synthesis Speed]]<!--{4511}
 +
--> &bull; [[Butchery Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Mechanoid Shredding Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Cooking Speed]]<!--{4541}
 +
--> &bull; [[Food Poison Chance (Chance to poison a meal)]]<!--{4542}
 +
--> &bull; [[Plant Work Speed]]<!--{4550}
 +
--> &bull; [[Plant Harvest Yield]]<!--{4551}
 +
--> &bull; [[Drug Crop Harvest Yield]]<!--{4552}
 +
--> &bull; [[Reading Speed]]<!--{4600}
 +
--> &bull; [[Repair Success Chance]]<!--{4600}
 +
--> &bull; [[Construct Success Chance]]<!--{4601}
 +
--> &bull; [[Construction Speed]]<!--{4602}
 +
--> &bull; [[Medical Tend Speed]]<!--{4650}
 +
--> &bull; [[Medical Tend Quality]]<!--{4651}
 +
--> &bull; [[Medical Operation Speed]]<!--{4652}
 +
--> &bull; [[Medical Surgery Success Chance]]<!--{4653}
 +
--> &bull; [[Mining Speed]]<!--{4900}
 +
--> &bull; [[Deep Drilling Speed]]<!--{4901}
 +
--> &bull; [[Mining Yield]]<!--{4902}
 +
--> &bull; [[General Labor Speed]]<!--{4999}
 +
--> &bull; [[Global Work Speed]]<!--{5000}
 +
-->
 +
 
 +
;[[Psychic rituals|Psychic Ritual]] {{AnomalyIcon}}<!--{500} 2 StatDefs
 +
-->
 +
:[[Psychic Ritual Quality]]<!--{-}
 +
--> &bull; [[Psychic Ritual Quality Offset]]<!--{-}
 +
-->
 +
 
 +
;[[Containment]] {{AnomalyIcon}}<!--{600} 3 StatDefs
 +
-->
 +
:[[Cold Containment Bonus]]<!--{-}
 +
--> &bull; [[Containment Strength]]<!--{-}
 +
--> &bull; [[Minimum Containment Strength]]<!--{9999}
 +
-->
 +
 
 +
;Hidden<!--{-} Not a game defined category, 1 StatDef
 +
-->
 +
:[[Bed Hunger Rate Multiplier]]<!--{-, Always Hide}
 
-->
 
-->
|- id="Organ decay" <!-- defName="OrganDecay", ParentName="OrganDecayBase" -->
+
 
! Organ decay
 
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed<br />'''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} (30 ~ 60 days)
 
| # '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{--|25%}}<br /><br /><!---
 
--># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{--|50%}}<br /><br /><!---
 
--># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{--|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
|}
 
 
</div>
 
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
==== Infections ====
+
 
 +
=== Stats Ask Query ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| id="Local infections" {{STDT| sortable}}
+
;Basics - <small>Important</small>
! Label (Noun) !! Description (Short) !! Details !! Stages
+
:{{#ask:
|- id="Infection Base" <!-- defName="", Name="InfectionBase", Abstract="True" -->
+
[[Category:Stats - Basics Important]]
! Infection Base
+
| sep = &#32;&bull;&#32;
| Used for infections
+
}}
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
 
| -
+
;Basics - <small>Non Pawn Important</small>
|- id="Gut worms" <!-- defName="GutWorms", ParentName="InfectionBase" -->
+
:{{#ask:
! Gut worms
+
[[Category:Stats - Basics Non Pawn Important]]
| Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.
+
| sep = &#32;&bull;&#32;
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
}}
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
+
 
| * '''painOffset:''' {{++|20%}}<br />hungerRateFactorOffset: {{++|100%}}<br />vomit {{MTB}} Days: 1
+
;Basics
|- id="Muscle parasites" <!-- defName="MuscleParasites", ParentName="InfectionBase" -->
+
:{{#ask:
! Muscle parasites
+
[[Category:Stats - Basics]]
| Parasitic creatures in the muscles. These cause weakness and a lack of coordination.
+
| sep = &#32;&bull;&#32;
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
}}
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
+
 
| * '''painOffset:''' {{++|20%}}<br />RestFallRateFactor: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Moving]] Offset:''' {{--|30%}}
+
;Basics - <small>Pawn</small>
|- id="" <!-- defName="", Abstract="True", ParentName="InfectionBase", Name="MechanitesBase" -->
+
:{{#ask:
! Mechanites Base
+
[[Category:Stats - Pawn]]
| -
+
| sep = &#32;&bull;&#32;
# '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
}}
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
 
| -
+
;Basics - <small>Non Pawn</small>
|- id="Fibrous mechanites" <!-- defName="FibrousMechanites", ParentName="MechanitesBase" -->
+
:{{#ask:
! Fibrous mechanites
+
[[Category:Stats - Non Pawn]]
| Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites.
+
| sep = &#32;&bull;&#32;
| '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
}}
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}<br /><br /><!--
+
 
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}
+
;Mechanoid
|- id="Sensory mechanites" <!-- defName="SensoryMechanites", ParentName="MechanitesBase" -->
+
:{{#ask:
! Sensory mechanites
+
[[Category:Stats - Mechanoid]]
| Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites.
+
| sep = &#32;&bull;&#32;
|  '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
}}
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}<br /><br /><!--
+
 
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}
+
;Meditation
|- id="Infection" <!-- defName="WoundInfection", ParentName="InfectionBase" -->
+
:{{#ask:
! Infection (An infection)
+
[[Category:Stats - Meditation]]
| Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
+
| sep = &#32;&bull;&#32;
<br />Through aeons of human warfare, infections have often taken more lives than the wounds themselves.
+
}}
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|53%}}<br />'''Severity Per Day Not Immune:''' {{++|84%}}<br />immunityPerDaySick: {{+|64.41%}}<br />severityPerDayImmune: {{---|70%}}<br />immunityPerDayNotSick: {{---|40%}}<br />sendLetterWhenDiscovered: true
+
;Terrain
| * '''''Minor:''''' painOffset: {{++|5%}}<br /><br /><!--
+
:{{#ask:
--> * '''''Major:''''' '''Min Severity:''' 33%, painOffset: {{++|8%}}<br /><br /><!--
+
[[Category:Stats - Terrain]]
--> * '''''Extreme:''''' '''Min Severity:''' 78%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|12%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
+
| sep = &#32;&bull;&#32;
--> * '''''Extreme:''''' '''Min Severity:''' 87%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}
+
}}
|- id="Flu" <!-- defName="Flu", ParentName="InfectionBase" -->
 
! Flu
 
| An infectious disease caused by the influenza virus.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|7.73%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|23.88%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Animal flu" <!-- defName="Animal_Flu", ParentName="InfectionBase" -->
 
! Flu<br />debugLabelExtra: animal
 
| An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|11.05%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|26.14%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Plague" <!-- defName="Plague", ParentName="InfectionBase" -->
 
! Plague
 
| An infectious disease caused by bacteria.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|36.28%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|52.24%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%, painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 80%, painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%, lifeThreatening: true, painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Animal plague" <!-- defName="Animal_Plague", ParentName="InfectionBase" -->
 
! Plague<br />debugLabelExtra: animal
 
| An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|42.54%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|60.92%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%<br />painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /> * '''''Extreme:''''' '''Min Severity:''' 80%<br />painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}<!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Malaria" <!-- defName="Malaria", ParentName="InfectionBase" -->
 
! Malaria
 
| An infectious disease caused by a mosquito-borne parasite.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->makesSickThought: true<br />'''Lethal Severity:''' 100%<br />scenarioCanAdd: true<br />'''Tendable:''' {{Good|true}}<br/>'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|23.2%}}<br />'''Severity Per Day Not Immune:''' {{++|27.02%}}<br />immunityPerDaySick: {{+|31.45%}}<br />severityPerDayImmune: {{---|72.97%}}<br />immunityPerDayNotSick: {{---|3%}}
 
| * '''''Minor:''''' '''[[Blood Filtration]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 78%<br />'''Vomit {{MTB}} Days:''' 1.5<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|12%}}<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 91%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 0.75<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|22%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
 
|- id="Sleeping sickness" <!-- defName="SleepingSickness", ParentName="InfectionBase" -->
 
! sleeping sickness
 
| An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Lethal Severity:''' 100%<br />makesSickThought: true<br />tendable: {{Good|true}}<br/>'''Base Tend Duration Hours:''' 32<br />'''Severity Per Day Tended:''' {{---|7%}}<br />'''Severity Per Day Not Immune:''' {{++|12%}}<br />immunityPerDaySick: {{+|10%}}<br />severityPerDayImmune: {{---|17.6%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|2%}}<br />'''[[Consciousness]] Offset:''' {{--|2%}}<br />'''[[Manipulation]] Offset:''' {{--|2%}}<br /><br /><!--
 
--> * '''''Minor:''''' '''Min Severity:''' 43.75%<br />painOffset: {{++|3%}}<br />'''[[Consciousness]] Offset:''' {{--|4%}}<br />'''[[Manipulation]] Offset:''' {{--|4%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 62.5%<br />'''Vomit {{MTB}} Days:''' 3.5<br />painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|6%}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 87.5%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1.75<br />painOffset: {{++|10%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 93.75%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1<br />painOffset: {{++|15%}}<br />'''[[Consciousness]] Max:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}
 
|- id="Rot stink exposure" <!-- defName="LungRotExposure" -->
 
! Rot stink exposure
 
| Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease.
 
| '''Hediff Class:''' Hediff_RotStinkExposure<br />'''Default Label Color:''' {{Color|214|90|24}}<br />'''Initial Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />canApplyDodChanceForCapacityChanges: true<br /><br /># '''Severity From Gas:'''<br />gasType: RotStink<br />severityGasDensityFactor: 4%<br />intervalTicks: {{Ticks|60}}<br />severityNotExposed: {{---|0.02%}} ({{---|20%}} per day)<br />exposureStatFactor: ToxicEnvironmentResistance<br /><br /># '''GiveHediffLungRot:'''<br />hediffDef: LungRot<br />'''{{MTB}} Over Rot Gas Exposure Curve:''' (0.5, 8), (1, 0.5)<br />mtbCheckDuration: {{Ticks|600}}<br />'''Min Severity:''' 50%<br /><br /># '''Surgery Inspectable:'''<br />surgicalDetectionDesc: {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
 
| # '''Become Visible:''' {{Bad|false}}<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 15%<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 35%<br /><br /><!---
 
--> # '''''Serious:'''''<br />'''Min Severity:''' 50%
 
|- id="Lung rot" <!-- defName="LungRot", ParentName="DiseaseBase" -->
 
! Lung rot
 
| A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.<br /><br />If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' HediffWithComps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Min Severity:''' 0.1%<br />'''Initial Severity:''' 0.1%<br />'''Tendable:''' {{Good|True}}<br/>'''Severity Per Day:''' {{++|30%}}<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Base Tend Duration Hours:''' 48<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|240000}}~{{Ticks/gametime/days|480000}}<br />'''Show Remaining Time:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 85%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br />'''[[Consciousness]] Offset:''' {{--|10%}}
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
;Apparel
==== Injuries ====
+
:{{#ask:
<div class="mw-collapsible-content">
+
[[Category:Stats - Apparel]]
{| id="Local injuries" {{STDT| sortable}}
+
| sep = &#32;&bull;&#32;
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
}}
|- id="Missing body part" <!-- defName="MissingBodyPart" -->
 
! Missing body part<br />(A missing body part)<br />'''Pretty:''' Missing a {1}
 
| A body part is entirely missing.
 
| '''Hediff Class:''' Hediff_MissingPart<br />'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Force Render Tree Recache:''' true<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' true<br /><br /><!--
 
-->'''''Injury Props:'''''<br />'''Bleed Rate:''' {{Bad|12%}}<br />'''Pain Per Severity:''' {{Bad|12.5%}}<br /><br /><!--
 
-->'''Show Tend Quality:''' {{Bad|false}}
 
| -
 
|- id="Injury Base" <!-- defName="", Name="InjuryBase", Abstract="True" -->
 
| ''Injury Base''<br />'''Pretty:''' {0} in the {1}
 
| -
 
| '''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
 
| -
 
|- id="Wound" <!-- defName="Misc", ParentName="InjuryBase" -->
 
! Wound<br />(An injury)<br />'''Pretty:''' An injury in the {1}
 
| Miscellaneous injuries.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />Label Tended Well Inner: Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
 
| -
 
|- id="Burn base" <!-- defName="", ParentName="InjuryBase", Name="BurnBase", Abstract="True" -->
 
| ''Burn Base''<br />'''Pretty:''' {0} in the {1}
 
| -
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true
 
| -
 
|- id="Burn" <!-- defName="Burn", ParentName="BurnBase" -->
 
! Burn<br />(A burn)<br />'''Pretty:''' A burn in the {1}
 
| A burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Electrical burn" <!-- defName="ElectricalBurn", ParentName="BurnBase" -->
 
! Electrical burn<br />(An electrical burn)<br />'''Pretty:''' An electrical burn in the {1}
 
| An electical burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Electrical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Chemical burn" <!-- defName="ChemicalBurn", ParentName="BurnBase" -->
 
! Chemical burn<br />(A chemical burn)<br />'''Pretty:''' A chemical burn in the {1}
 
| A chemical burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Chemical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off (chemical)<br />'''Destroyed Out Label:''' Burned out (chemical)
 
| -
 
|- id="Crush" <!-- defName="Crush", ParentName="InjuryBase" -->
 
! Crush<br />(A crush wound)<br />'''Pretty:''' A crush wound in the {1}
 
| A crushing wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Mangled scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|1%}}<br /><br />'''Can Merge:''' true<br />'''Destroyed Label:''' Crushed
 
| -
 
|- id="Crack" <!-- defName="Crack", ParentName="InjuryBase" -->
 
! Crack<br />(A crack wound)<br />'''Pretty:''' A crack wound in the {1}
 
| A crack.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Set<br />'''Label Tended Well Inner:''' Set<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Permanent crack<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Shattered
 
| -
 
|- id="Cut" <!-- defName="Cut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Cut scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Surgical cut" <!-- defName="SurgicalCut", ParentName="InjuryBase" -->
 
! Surgical cut<br />(A surgical cut)<br />'''Pretty:''' A surgical cut in the {1}
 
| A cut made during surgery.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Surgical scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Use Removed Label:''' true
 
| -
 
|- id="Execution cut" <!-- defName="ExecutionCut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut made during execution.<br />'''Debug Label Extra:''' execution
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Scratch" <!-- defName="Scratch", ParentName="InjuryBase" -->
 
! Scratch<br />(A scratch)<br />'''Pretty:''' A scratch in the {1}
 
| A scratch or tear.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scratch scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bite" <!-- defName="Bite", ParentName="InjuryBase" -->
 
! Bite<br />(A bite wound)<br />'''Pretty:''' A bite wound in the {1}
 
| A bite wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Bite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Bitten off<br />'''Destroyed Out Label:''' Bitten out
 
| -
 
|- id="Stab" <!-- defName="Stab", ParentName="InjuryBase" -->
 
! Stab<br />(A stab wound)<br />'''Pretty:''' A stab wound in the {1}
 
| A stab wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Stab scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Gunshot" <!-- defName="Gunshot", ParentName="InjuryBase" -->
 
! Gunshot<br />(A gunshot wound)<br />'''Pretty:''' A gunshot wound in the {1}
 
| A gunshot wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Old gunshot<br />'''Instantly Permanent Label:''' Permanent gunshot injury<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Shot off<br />'''Destroyed Out Label:''' Shot out
 
| -
 
|- id="Shredded" <!-- defName="Shredded", ParentName="InjuryBase" -->
 
! Shredded<br />(A shredded wound)<br />'''Pretty:''' A shredded wound in the {1}
 
| A part of the body has been shredded and torn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|20%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Shredded scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bruise" <!-- defName="Bruise", ParentName="InjuryBase" -->
 
! Bruise<br />(A bruise)<br />'''Pretty:''' A bruise in the {1}
 
| A bruise.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
 
| -
 
|- id="Frostbite" <!-- defName="Frostbite", ParentName="InjuryBase" -->
 
! Frostbite<br />'''Pretty:''' {0} in the {1}
 
| Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Display Wound:''' false<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|25%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Frostbite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Lost to frostbite
 
| -
 
|- id="Acid burn" <!-- defName="AcidBurn", ParentName="InjuryBase" -->
 
! Acid burn<br />(An acid burn)<br />'''Pretty:''' An acid burn in the {1}
 
| An acid burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Acid burn scar<br /><br /><!--
 
--> # '''''Injury Props:''''<br />'''Destroyed Label:''' Dissolved off<br />'''Destroyed Out Label:''' Dissolved
 
| -
 
|- id="Decayed organ" <!-- defName="Decayed", ParentName="InjuryBase" -->>
 
! Decayed organ<br />(A decayed organ)<br />'''Pretty:''' Decayed {1}
 
| This organ has completely decayed.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Display Wound:''' false<br />'''Tendable:''' {{Bad|false}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Decayed<br />'''Always Use Destroyed Label:''' true
 
| -
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
;Weapon (Ranged)
==== Misc ====
+
:{{#ask:
<div class="mw-collapsible-content">
+
[[Category:Stats - Weapon (Ranged)]]
{| id="Global misc" {{STDT| sortable}}
+
| sep = &#32;&bull;&#32;
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
}}
|- id="Trauma savant" <!-- defName="TraumaSavant", ParentName="DiseaseBase" -->
 
! Trauma savant (Trauma)
 
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Opinion Of Others Factor:''' 0%<br />'''Part Ignore Missing {{HP}}:''' {{Good|true}} (to avoid penalties from brain injuries, so manipulation is 100%+)<br />'''[[Talking]] Max:''' {{Bad|0%}}<br />'''[[Hearing]] Max:''' {{Bad|0%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}
 
|- id="Moderate chemical damage" <!-- defName="ChemicalDamageModerate", ParentName="DiseaseBase" -->
 
! Chemical damage
 
| Chemical damage at the cellular level.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Severe chemical damage" <!-- defName="ChemicalDamageSevere", ParentName="DiseaseBase" -->
 
! Chemical damage<br />''Debug Label Extra:'' severe
 
| Chemical damage at the cellular level.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Cirrhosis" <!-- defName="Cirrhosis", ParentName="DiseaseBase" -->
 
! Cirrhosis
 
| A degenerative liver disease caused by excessive alcohol consumption.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| '''Part Efficiency Offset:''' {{--|60%}}<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|10%}}
 
|- id="Resurrection psychosis" <!-- defName="ResurrectionPsychosis", ParentName="DiseaseBase" -->
 
! Resurrection psychosis
 
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
 
<br />Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.<br />(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
 
-->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!--
 
--> # '''''Surgery Inspectable'''''<br />'''Surgical Detection Desc:'''<br />''{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.''
 
| # '''''Early:'''''<br />'''Become Visible:''' {{Bad|false}}<br /><br /><!--
 
--> # '''''Early:'''''<br />'''Min Severity:''' 10%<br />'''Mental Break {{MTB}} Days:''' 9<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' 25%<br />'''Mental Break {{MTB}} Days:''' 6<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> # '''''Advanced:'''''<br />'''Min Severity:''' 40%<br />'''Mental Break {{MTB}} Days:''' 3<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> # '''''Severe:'''''<br />'''Min Severity:''' 55%<br />'''Mental Break {{MTB}} Days:''' 0.5<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> # '''''Total:'''''<br />'''Min Severity:''' 70%<br />'''Mental Break {{MTB}} Days:''' 0.25<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!--
 
--> # '''''Catatonic:'''''<br />'''Min Severity:''' 85%<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Scaria" <!-- defName="Scaria" -->
 
! Scaria
 
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.<br />(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br /><br /><!--
 
--> # '''''Kill After Days'''''<br />'''Days:''' 5<br /><br /><!--
 
--> # '''''Cause Mental State'''''<br />'''Animal Mental State:''' Permanent manhunter<br /><br />'''Animal Mental State Alias:''' Manhunter<br />'''Human Mental State:''' Berserk<br />'''Letter Def:''' Small threat<br />'''{{MTB}} Days To Cause Mental State:''' 1
 
| -
 
|- id="Sterilized" <!-- defName="Sterilized", Name="Sterilized" -->
 
! Sterilized
 
| This creature's reproductive system has been permanently shut down.
 
| '''Hediff Class:''' Hediff<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br />'''Prevents Pregnancy:''' true<br />'''Tags:''' Sterilized<br />'''Remove With Tags:''' ReversibleSterilized
 
| '''Fertility{{BiotechIcon}} Factor:''' 0%
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
;Weapon (Melee)
==== Terrain Attacks ====
+
:{{#ask:
<div class="mw-collapsible-content">
+
[[Category:Stats - Weapon (Melee)]]
{| id="Global terrain attacks" {{STDT| sortable}}
+
| sep = &#32;&bull;&#32;
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
}}
|- id="Sand" <!-- defName="SandInEyes" -->
 
! Sand<br />(Sand)
 
| Sand in the eyes. It impairs vision, but can be cleared within a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 2%
 
| '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Dirt" <!-- defName="DirtInEyes" -->
 
! Dirt<br />(Dirt)
 
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Mud" <!-- defName="MudInEyes" -->
 
! Mud<br />(Mud)
 
| Mud in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Gravel" <!-- defName="GravelInEyes" -->
 
! Gravel<br />(Gravel)
 
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
 
| '''Part Efficiency Offset:''' {{--|80%}}
 
|- id="Water" <!-- defName="WaterInEyes" -->
 
! Water<br />(Water)
 
| Water in the eyes. It impairs vision, but can be cleared in a few moments.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
 
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
 
| '''Part Efficiency Offset:''' {{--|50%}}
 
|}
 
</div>
 
</div>
 
  
</div>
+
;Building
</div>
+
:{{#ask:
 +
[[Category:Stats - Building]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
<div class="mw-collapsible">
+
;Ability
=== Body Parts ===
+
:{{#ask:
<div class="mw-collapsible-content">
+
[[Category:Stats - Ability]]
==== Base ====
+
| sep = &#32;&bull;&#32;
{| id="Body parts base" {{STDT| sortable}}
+
}}
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
 
|- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" -->
 
| ''Implant Hediff Base''
 
| -
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
|- id="Added Body Part Base" <!-- defName="", Name="AddedBodyPartBase", ParentName="ImplantHediffBase", Abstract="True" -->
 
| ''Added Body PartBase''
 
| -
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
|}
 
  
==== Medieval ====
+
;Stuff Stat Factors (Multipliers when made of this)
{| id="Medieval body parts" {{STDT| sortable}}
+
:{{#ask:
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
[[Category:Stats - Stuff Stat Factors]]
|- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" -->
+
| sep = &#32;&bull;&#32;
! Peg leg<br />(A peg leg)
+
}}
| An installed peg leg. Allows the user to walk again, albeit not very well.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
 
| -
 
|- id="Wooden hand" <!-- defName="WoodenHand", ParentName="AddedBodyPartBase" -->
 
! Wooden hand<br />(A wooden hand)
 
| An installed wooden hand. Better than a stump, but not by much.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
 
| -
 
|- id="Wooden foot" <!-- defName="WoodenFoot", ParentName="AddedBodyPartBase" -->
 
! Wooden foot<br />(A wooden foot)
 
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
 
| -
 
|- id="Denture" <!-- defName="Denture", ParentName="AddedBodyPartBase" -->
 
! Denture<br />(A denture)
 
| An installed denture. Allows for some basic functionality like eating and talking.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
 
| -
 
|}
 
  
==== Prosthetic ====
+
;Mechanitor
{| id="Prosthetic body parts" {{STDT| sortable}}
+
:{{#ask:
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
[[Category:Stats - Mechanitor]]
|- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" -->
+
| sep = &#32;&bull;&#32;
| Prosthetic leg<br />(A prosthetic leg)
+
}}
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic leg]]<br />'''Spawn Thing On Removed:''' [[Prosthetic leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 85%
 
| -
 
|- id="Prosthetic arm" <!-- defName="SimpleProstheticArm", ParentName="AddedBodyPartBase" -->
 
| Prosthetic arm<br />(A prosthetic arm)
 
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic arm]]<br />'''Spawn Thing On Removed:''' [[Prosthetic arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 50%<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 8.2 (Same as natural fist)<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Prosthetic heart" <!-- defName="SimpleProstheticHeart", ParentName="AddedBodyPartBase" -->
 
| Prosthetic heart<br />(A prosthetic heart)
 
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic heart]]<br />'''Spawn Thing On Removed:''' [[Prosthetic heart]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 80%
 
| -
 
|- id="Cochlear implant" <!-- defName="CochlearImplant", ParentName="AddedBodyPartBase" -->
 
| Cochlear implant<br />(A cochlear implant)
 
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Cochlear implant]]<br />'''Spawn Thing On Removed:''' [[Cochlear implant]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Part Efficiency:''' 65%
 
| -
 
|- id="Power claw" <!-- defName="PowerClaw", ParentName="AddedBodyPartBase" -->
 
| Power claw<br />(A power claw)
 
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Power claw]]<br />'''Spawn Thing On Removed:''' [[Power claw]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Is Good Weapon:''' {{Good|true}}<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Claw:'''<br />'''Capacities:''' Scratch<br />'''Power:''' 22<br />'''Cooldown Time:''' 2<br />'''Always Treat As Weapon:''' true
 
| '''[[Moving]] Offset:''' {{--|8%}}
 
|- id="Joywire" <!-- defName="Joywire", ParentName="ImplantHediffBase" -->
 
| Joywire<br />(A joywire)
 
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Joywire]]<br />'''Spawn Thing On Removed:''' [[Joywire]]
 
| '''Part Efficiency Offset:''' {{--|20%}}
 
|- id="Painstopper" <!-- defName="Painstopper", ParentName="ImplantHediffBase" -->
 
| Painstopper<br />(A painstopper)
 
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Painstopper]]<br />'''Spawn Thing On Removed:''' [[Painstopper]]
 
| '''Pain Factor:''' {{Good|x0%}}
 
|}
 
  
==== Bionic ====
+
;Pawn - Combat
{| id="Bionic body parts" {{STDT| sortable}}
+
:{{#ask:
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
[[Category:Stats - Pawn Combat]]
|- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" -->
+
| sep = &#32;&bull;&#32;
! Bionic eye<br />(A bionic eye)
+
}}
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic eye]]<br />'''Spawn Thing On Removed:''' [[Bionic eye]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic arm" <!-- defName="BionicArm", ParentName="AddedBodyPartBase" -->
 
! Bionic arm <br />(A bionic arm)
 
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic arm]]<br />'''Spawn Thing On Removed:''' [[Bionic arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 12<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Bionic leg" <!-- defName="BionicLeg", ParentName="AddedBodyPartBase" -->
 
! Bionic leg<br />(A bionic leg)
 
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic leg]]<br />'''Spawn Thing On Removed:''' [[Bionic leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic spine" <!-- defName="BionicSpine", ParentName="AddedBodyPartBase" -->
 
! Bionic spine<br />(A bionic spine)
 
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic spine]]<br />'''Spawn Thing On Removed:''' [[Bionic spine]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic heart" <!-- defName="BionicHeart", ParentName="AddedBodyPartBase" -->
 
! Bionic heart<br />(A bionic heart)
 
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic heart]]<br />'''Spawn Thing On Removed:''' [[Bionic heart]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic stomach" <!-- defName="BionicStomach", ParentName="AddedBodyPartBase" -->
 
! Bionic stomach<br />(A bionic stomach)
 
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic stomach]]<br />'''Spawn Thing On Removed:''' [[Bionic stomach]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| '''Make Immune To:''' [[Gut worms]]<br />'''Food Poisoning Chance Factor:''' {{Good|x50%}}
 
|- id="Death acidifier" <!-- defName="DeathAcidifier", ParentName="ImplantHediffBase" -->
 
! Death acidifier<br />(A death acidifier)
 
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
 
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Death acidifier]]<br />'''Spawn Thing On Removed:''' [[Death acidifier]]<br /><br /><!--
 
--> # '''''Dissolve Gear On Death:'''''<br />'''Filth:''' Slime<br />'''Injury Created On Death:''' Chemical burn<br />'''Injury Count:''' 3~6
 
| -
 
|- id="Bionic ear" <!-- defName="BionicEar", ParentName="AddedBodyPartBase" -->
 
! Bionic ear<br />(A bionic ear)
 
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic ear]]<br />'''Spawn Thing On Removed:''' [[Bionic ear]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Bionic tongue" <!-- defName="BionicTongue", ParentName="AddedBodyPartBase" -->
 
! Bionic tongue<br />(A bionic tongue)
 
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic tongue]]<br />'''Spawn Thing On Removed:''' [[Bionic tongue]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%
 
| -
 
|- id="Bionic jaw" <!-- defName="BionicJaw", ParentName="AddedBodyPartBase" -->
 
! Bionic jaw<br />(A bionic jaw)
 
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic jaw]]<br />'''Spawn Thing On Removed:''' [[Bionic jaw]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|}
 
  
==== Archotech ====
+
;Pawn - Social
{| id="Archotech body parts" {{STDT| sortable}}
+
:{{#ask:
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
+
[[Category:Stats - Pawn Social]]
|- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" -->
+
| sep = &#32;&bull;&#32;
! Archotech eye<br />(An archotech eye)
+
}}
| An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech eye]]<br />'''Spawn Thing On Removed:''' [[Archotech eye]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|- id="Archotech arm" <!-- defName="ArchotechArm", ParentName="AddedBodyPartBase" -->
 
! Archotech arm<br />(An archotech arm)
 
| An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech arm]]<br />'''Spawn Thing On Removed:''' [[Archotech arm]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 14<br />'''Cooldown Time:''' 2
 
| -
 
|- id="Archotech leg" <!-- defName="ArchotechLeg", ParentName="AddedBodyPartBase" -->
 
! Archotech leg<br />(An archotech leg)
 
| An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
 
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
 
-->'''Description Hyperlinks:''' [[Archotech leg]]<br />'''Spawn Thing On Removed:''' [[Archotech leg]]<br /><br /><!--
 
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
 
| -
 
|}
 
  
==== Natural ====
+
;Pawn - Misc
No Hediffs
+
:{{#ask:
 +
[[Category:Stats - Pawn Misc]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
==== Special ====
+
;Pawn - Work
Empty
+
:{{#ask:
 +
[[Category:Stats - Pawn Work]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
 +
;Psychic Ritual
 +
:{{#ask:
 +
[[Category:Stats - Psychic Ritual]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
 +
;Containment
 +
:{{#ask:
 +
[[Category:Stats - Containment]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 
</div>
 
</div>
 
</div>
 
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
=== Stats Nav ===
 +
<div class="mw-collapsible-content">
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
=== Psycasts ===
+
==== normal ====
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| id="Psycasts" {{STDT| sortable}}
+
{{Nav|stats}}
! Label<br />(Noun)<br />'''Pretty:''' !! Description<br />(Short) !! Details !! Stages
 
|- id="Psylink" <!-- defName="PsychicAmplifier" -->
 
! Psylink{{RoyaltyIcon}}{{BiotechIcon}}
 
| An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible.<br /><br />Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned.<br /><br />Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree.<br /><br />As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.<br />(Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers.)
 
| '''Hediff Class:''' Hediff_Psylink<br />'''Description Hyperlinks:''' PsychicAmplifier<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Initial Severity:''' 1 (Severity is bound to level of implant)<br />'''Min Severity:''' 0<br />'''Max Severity:''' 6<br />'''Keep On Body Part Restoration:''' {{Good|True}}
 
| # '''''Min Severity:''''' 1<br />'''[[Neural heat limit]]:''' x100%<br />'''[[Neural heat recovery rate]]:''' {{---|100%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 2<br />'''[[Neural heat limit]]:''' x133.34%<br />'''[[Neural heat recovery rate]]:''' {{---|112.5%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 3<br />'''[[Neural heat limit]]:''' x166.67%<br />'''[[Neural heat recovery rate]]:''' {{---|125%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 4<br />'''[[Neural heat limit]]:''' x200%<br />'''[[Neural heat recovery rate]]:''' {{---|137.5%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 5<br />'''[[Neural heat limit]]:''' x233.34%<br />'''[[Neural heat recovery rate]]:''' {{---|150%}}<br /><br /><!--
 
--> # '''''Min Severity:''''' 6<br />'''[[Neural heat limit]]:''' x266.67%<br />'''[[Neural heat recovery rate]]:''' {{---|162.5%}}
 
|}
 
 
</div>
 
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
=== HediffGiverSetDefs ===
+
==== wide ====
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| id="" {{STDT| sortable}}
+
{{Nav|stats|wide}}
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
 
<!-- defName="OrganicStandard" -->
 
<!-- Environmental -->
 
|- id="Bleeding" <!-- Class="HediffGiver_Bleeding" -->
 
! OrganicStandard
 
! BloodLoss
 
| -
 
|- id="Hypothermia" <!-- Class="HediffGiver_Hypothermia" -->
 
! OrganicStandard
 
! Hypothermia, hediffInsectoid: HypothermicSlowdown
 
| -
 
|- id="" <!-- Class="HediffGiver_Heat" -->
 
! OrganicStandard
 
! Heatstroke
 
| -
 
<!-- Special -->
 
|- id="" <!-- Class="HediffGiver_RandomAgeCurved" -->
 
! OrganicStandard
 
! HeartAttack
 
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Min Player Population:''' 2<br />'''Age Fraction {{MTB}} Days Curve:''' (0.6, 9999999), (0.8, 2500), (1, 300)
 
<!-- Birthday long-term chronic-->
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Carcinoma
 
| canAffectAnyLivePart: true<br />'''Age Fraction Chance Curve:''' (0.28, 0), (1, 0.0011), (1.5, 0.0015)<br />'''Average Severity Per Day Before Generation:''' 0.05%
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! BadBack
 
| '''Parts To Affect:''' [[Spine]]<br />'''Age Fraction Chance Curve:''' (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Frail
 
| '''Parts To Affect:''' [[Torso]]<br />'''Age Fraction Chance Curve:''' (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Cataract
 
| '''Parts To Affect:''' [[Eye]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! HearingLoss
 
| '''Parts To Affect:''' [[Ear]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Dementia
 
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Alzheimers
 
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003)<br />'''Average Severity Per Day Before Generation:''' 0.1%
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! Asthma
 
| '''Parts To Affect:''' [[Lung]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
 
! OrganicStandard
 
! HeartArteryBlockage
 
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Age Fraction Chance Curve:''' (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017)<br />'''Average Severity Per Day Before Generation:''' 0.025%
 
<!-- new hediff giver set -->
 
<!-- defName="Human" -->
 
|- id="" <!-- Class="HediffGiver_BrainInjury" -->
 
! Human
 
! TraumaSavant
 
| '''Parts To Affect:''' [[Brain]], chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.
 
|}
 
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,034: Line 833:
  
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
== Royalty{{RoyaltyIcon}} ==
+
 
 +
== Merged Stat Subpages ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
=== Local ===
+
{| id="Merged Stat Subpages Table" {{STDT|sortable}}
==== Misc ====
+
! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category
 +
<!-- BasicsImportant -->
 +
<!-- BasicsPawnImportant -->
 +
<!-- BasicsNonPawnImportant -->
 +
<!-- Basics -->
 +
<!-- BasicsPawn -->
 +
<!-- BasicsNonPawn -->
 +
{{:Stat/Core Basics General}}
 +
{{:Stat/Core Basics Special}}
 +
<!-- AnimalProductivity -->
 +
<!-- Terrain -->
 +
<!-- Meditation -->
 +
<!-- Mechanoid -->
 +
<!-- Apparel -->
 +
{{:Stat/Core Apparel}}
 +
<!-- Implant -->
 +
<!-- Drug -->
 +
<!-- Weapon -->
 +
<!-- Weapon_Ranged -->
 +
{{:Stat/Core Weapons Ranged}}
 +
<!-- Weapon_Melee -->
 +
{{:Stat/Core Weapons Melee}}
 +
<!-- Building -->
 +
{{:Stat/Core Building Special}}
 +
<!-- Ability -->
 +
{{:Stat/Core Abilities}}
 +
<!-- EquippedStatOffsets -->
 +
<!-- StuffStatFactors -->
 +
<!-- StuffStatOffsets -->
 +
<!-- StuffOfEquipmentStatFactors -->
 +
{{:Stat/Core Stuff}}
 +
<!-- Surgery -->
 +
<!-- CapacityEffects -->
 +
<!-- Mechanitor -->
 +
<!-- DrugAddiction -->
 +
<!-- PawnCombat -->
 +
{{:Stat/Core Pawns Combat}}
 +
<!-- PawnSocial -->
 +
{{:Stat/Core Pawns Social}}
 +
<!-- PawnMisc -->
 +
{{:Stat/Core Pawns General}}
 +
<!-- PawnWork -->
 +
{{:Stat/Core Pawns Work General}}
 +
{{:Stat/Core Pawns Work Medical}}
 +
{{:Stat/Core Pawns Work Recipes}}
 +
<!-- Genetics -->
 +
<!-- PsychicRituals -->
 +
<!-- Containment -->
 +
<!-- Serum -->
 +
<!-- Source -->
 +
|}
 +
</div>
 +
</div>
 +
 
 +
<div class="mw-collapsible mw-collapsed">
  
<div class="mw-collapsible">
+
== Stat Graphs ==
=== Body Parts ===
 
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 +
=== Cooking Speed ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.01)
 +
*** (0, 0.4)
 +
*** (20, 1.6)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Cooking Skill Points|yAxisTitle=Cooking Speed Multiplier|type=line|x=-20, 0, 20|y=0.01, 0.4, 1.6|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Market Value ===
 +
==== Item Hit Points ====
 +
* '''Parts:'''
 +
** '''StatPart_Health:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.0, 0.0)
 +
***** (0.5, 0.1)
 +
***** (0.6, 0.5)
 +
***** (0.9, 1.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hit Point Percentage|yAxisTitle=Sell Price Multiplier|type=line|x=0.0, 0.5, 0.6, 0.9|y=0.0, 0.1, 0.5, 1.0|interpolate=monotone|xGrid=|yGrid=}}
  
==== Base Empire ====
+
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.5)
 +
***** (13,0.9)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Sell Price Multiplier|type=line|x=3, 13, 18|y=0.5, 0.9, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Surgery Success Chance Factor ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.75)
 +
***** (0.50,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Surgery Success Chance Multiplier|type=line|x=0, 0.50|y=0.75, 1.00|yAxisMin=0.75|interpolate=monotone|xGrid=|yGrid=}}
  
==== Empire Royal ====
+
=== Melee Hit Chance ===
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.05)
 +
*** (-10, 0.10)
 +
*** (0.0, 0.50)
 +
*** (10, 0.80)
 +
*** (20, 0.90)
 +
*** (40, 0.96)
 +
*** (60, 0.98)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=-20, -10, 0.0, 10, 20, 40, 60|y=0.05, 0.10, 0.50, 0.80, 0.90, 0.96, 0.98|interpolate=monotone|xGrid=|yGrid=}}
  
 +
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.05)
 +
***** (12,0.8)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
  
==== Prosthetic Empire ====
+
=== Melee Dodge Chance ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (5, 0)
 +
*** (20, 0.30)
 +
*** (60, 0.50)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Dodge Chance Percentage|type=line|x=5, 20, 60|y=0, 0.30, 0.50|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Shooting Accuracy ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.70)
 +
*** (-10, 0.80)
 +
*** (-6, 0.83)
 +
*** (-4, 0.85)
 +
*** (-2, 0.87)
 +
*** (0, 0.89)
 +
*** (2, 0.93)
 +
*** (4, 0.94)
 +
*** (6, 0.95)
 +
*** (8, 0.96)
 +
*** (10, 0.97)
 +
*** (12, 0.975)
 +
*** (14, 0.98)
 +
*** (16, 0.98333)
 +
*** (18, 0.98666)
 +
*** (20, 0.99)
 +
*** (22, 0.9925)
 +
*** (26, 0.995)
 +
*** (30, 0.9965)
 +
*** (40, 0.998)
 +
*** (60, 0.999)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Shooting Skill Points|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=-20, -10, -6, -4, -2, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 40, 60|y=0.70, 0.80, 0.83, 0.85, 0.87, 0.89, 0.93, 0.94, 0.95, 0.96, 0.97, 0.975, 0.98, 0.98333, 0.98666, 0.99, 0.9925, 0.995, 0.9965, 0.998, 0.999|yAxisMin=0.70|interpolate=monotone|xGrid=|yGrid=}}
  
==== Bionic Empire ====
+
=== Aiming Time ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,1.8)
 +
***** (12,1.1)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Move Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
  
</div>
+
=== Immunity Gain Speed ===
</div>
+
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.65,1)
 +
***** (0.8,0.95)
 +
***** (1.0,0.9)
 +
***** (1.2,0.8)
 +
***** (1.5,0.5)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age / Life Expectancy (80 for Humans)|yAxisTitle= Immunity Gain Speed Multiplier|type=line|x=0.65, 0.8, 1.0, 1.2, 1.5|y=1, 0.95, 0.9, 0.8, 0.5|xAxisMin=0.65|interpolate=monotone|xGrid=|yGrid=}}
  
=== Psycasts ===
+
=== Meat Amount ===
 +
==== Malnutrition ====
 +
* '''Parts:'''
 +
** '''StatPart_Malnutrition:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0, 1)
 +
***** (1, 0.4)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}}
  
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Meat Amount Before Curve|yAxisTitle=Meat Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
  
</div>
+
=== Leather Amount ===
</div>
+
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Leather Amount Before Curve|yAxisTitle=Leather Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
  
<div class="mw-collapsible mw-collapsed">
+
=== Arrest Success Chance ===
== Ideology{{IdeologyIcon}} ==
+
* '''Parts:'''
<div class="mw-collapsible-content">
+
** '''StatPart_Age:''' {{BiotechIcon}}
=== Various ===
+
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, 0.05)
 +
***** (13, 0.8)
 +
***** (18, 1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Arrest Success Chance Multiplier|type=line|x=3, 13, 18|y=0.05, 0.8, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Global Work Speed ===
 +
==== Light Level ====
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 +
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
  
=== Casts ===
+
==== Pawn Age ====
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.2)
 +
***** (12,0.8)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
  
</div>
+
=== Hunting Stealth ===
</div>
+
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0.0, 0.0)
 +
*** (0.1, 0.5)
 +
*** (0.2, 0.75)
 +
*** (0.5, 0.80)
 +
*** (1.0, 0.90)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}}
  
<div class="mw-collapsible mw-collapsed">
+
=== Reading Speed ===
== Biotech{{BiotechIcon}} ==
+
* '''Parts:'''
<div class="mw-collapsible-content">
+
** '''StatPart_Age:''' {{BiotechIcon}}
=== Global ===
+
*** Use Biological Years: '''{{Good|true}}'''
==== Misc ====
+
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.05)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Medical Tend Quality ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0, 0)
 +
*** (1.0, 1.0)
 +
*** (2.0, 1.5)
 +
*** (4.0, 2.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Medical Tend Quality Before Curve|yAxisTitle=Medical Tend Quality After Curve|type=line|x=0, 1.0, 2.0, 4.0|y=0, 1.0, 1.5, 2.0|interpolate=monotone|xGrid=|yGrid=}}
  
=== Local ===
+
=== Meditation Plant Growth Offset ===
==== Misc ====
+
* '''Parts:'''
 +
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
 +
*** Radius: '''34.9'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0,  0.0)
 +
***** (5,  -0.08)
 +
***** (10, -0.15)
 +
***** (50, -0.3)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Number of Nearby Artificial Buildings|yAxisTitle=Meditation Plant Growth Offset|type=line|x=0, 5, 10, 50|y=0.0, -0.08, -0.15, -0.3|yAxisMin=-0.3|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Slave Suppression Fall Rate ===
 +
* '''Parts:'''
 +
** '''StatPart_Terror'''
 +
** '''StatPart_GearStatOffset:'''
 +
*** Apparel Stat: '''SlaveSuppressionOffset'''
 +
*** Subtract: '''{{Good|true}}'''
 +
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, -0.5)
 +
***** (13, -0.3)
 +
***** (16, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}}
  
==== Injuries ====
+
=== Shooting Accuracy Multiplier (Child) ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.95)
 +
***** (12,0.98)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
  
 +
=== Fertility ===
 +
==== Male ====
 +
* '''Parts:'''
 +
** '''StatPart_FertilityByGenderAge:'''
 +
*** '''Male Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (18, 1)
 +
***** (50, 1)
 +
***** (90, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Male Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|yType=number|x=14, 18, 50, 90|y=0, 1, 1, 0|interpolate=monotone|xGrid=|yGrid=}}
  
=== Body Parts ===
+
==== Female ====
==== Detoxifier ====
+
** '''Female Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (20, 1)
 +
***** (28, 1)
 +
***** (35, 0.5)
 +
***** (40, 0.1)
 +
***** (45, 0.02)
 +
***** (50, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
</div>
 +
</div>
  
 +
<div class="mw-collapsible mw-collapsed">
  
=== Various ===
+
== Stat Categories ==
 +
<div class="mw-collapsible-content">
 +
{| id="Stat Categories" {{STDT|sortable}}
 +
! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source
 +
<!-- Core StatCategories -->
 +
<!--================ General ================-->
 +
|-
 +
| Basics
 +
! Basics
 +
| 10
 +
| {{Good|true}}
 +
| 9
 +
| Core - General
 +
|-
 +
| BasicsImportant
 +
! Basics
 +
| 1
 +
| {{Good|true}}
 +
| 3
 +
| Core - General
 +
|-
 +
| BasicsPawnImportant
 +
! Basics
 +
| 2
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
|-
 +
| BasicsNonPawnImportant
 +
! Basics
 +
| 2
 +
| {{Bad|false}}
 +
| 4
 +
| Core - General
 +
|-
 +
| BasicsPawn
 +
! Basics
 +
| 11
 +
| {{Bad|false}}
 +
| 38
 +
| Core - General
 +
|-
 +
| BasicsNonPawn
 +
! Basics
 +
| 12
 +
| {{Bad|false}}
 +
| 11
 +
| Core - General
 +
|-
 +
| AnimalProductivity
 +
! animal productivity
 +
| 13
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
|-
 +
| Source
 +
! content source
 +
| 999
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
<!--================ Non-pawn ================-->
 +
|-
 +
| Apparel
 +
! Apparel
 +
| 30
 +
| {{Bad|false}}
 +
| 13
 +
| Core - Non-pawn
 +
|-
 +
| Implant
 +
! Implant
 +
| 30
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Weapon
 +
! Weapon
 +
| 40
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Weapon_Ranged
 +
! Weapon (ranged)
 +
| 44
 +
| {{Bad|false}}
 +
| 6
 +
| Core - Non-pawn
 +
|-
 +
| Weapon_Melee
 +
! Weapon (melee)
 +
| 48
 +
| {{Bad|false}}
 +
| 3
 +
| Core - Non-pawn
 +
|-
 +
| Building
 +
! Building
 +
| 50
 +
| {{Bad|false}}
 +
| 19
 +
| Core - Non-pawn
 +
|-
 +
| Ability
 +
! Ability
 +
| 60
 +
| {{Bad|false}}
 +
| 9
 +
| Core - Non-pawn
 +
|-
 +
| Drug
 +
! Drug
 +
| 30
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| DrugAddiction
 +
! drug addiction
 +
| 110
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Terrain
 +
! terrain
 +
| 13
 +
| {{Bad|false}}
 +
| 2
 +
| Core - Non-pawn
 +
<!--=============== Virtual categories ==============-->
 +
|-
 +
| EquippedStatOffsets
 +
! Offsets when equipped
 +
| 70
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| StuffStatFactors
 +
! Multipliers when made of this
 +
| 74
 +
| {{Good|true}}
 +
| 8
 +
| Core - Virtual category
 +
|-
 +
| StuffStatOffsets
 +
! Offsets when made of this
 +
| 77
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| StuffOfEquipmentStatFactors
 +
! Multipliers when equipment made of this
 +
| 80
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| Surgery
 +
! Surgical
 +
| 90
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| CapacityEffects
 +
! effects
 +
| 100
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
<!--================ Pawn ================-->
 +
|-
 +
| PawnCombat
 +
! Combat
 +
| 110
 +
| {{Bad|false}}
 +
| 31
 +
| Core - Pawn
 +
|-
 +
| PawnSocial
 +
! Social
 +
| 120
 +
| {{Bad|false}}
 +
| 13
 +
| Core - Pawn
 +
|-
 +
| PawnMisc
 +
! Misc
 +
| 130
 +
| {{Bad|false}}
 +
| 2
 +
| Core - Pawn
 +
|-
 +
| PawnWork
 +
! Work
 +
| 140
 +
| {{Bad|false}}
 +
| 36
 +
| Core - Pawn
 +
<!--================ Misc ================-->
 +
|-
 +
| Meditation
 +
! Meditation
 +
| 13
 +
| {{Good|true}}
 +
| 2
 +
| Core - Misc
 +
|-
 +
| Genetics
 +
! Genetics
 +
| 200
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Misc
 +
|-
 +
| Mechanoid
 +
! Mechanoid
 +
| 13
 +
| {{Good|true}}
 +
| 6
 +
| Core - Misc
 +
<!-- Biotech StatCategories -->
 +
|-
 +
| Mechanitor
 +
! Mechanitor
 +
| 105
 +
| {{Good|true}}
 +
| 9
 +
| Biotech
 +
<!-- Anomaly Stats_PsychicRituals -->
 +
|-
 +
| PsychicRituals
 +
! Psychic ritual
 +
| 500
 +
| {{Bad|false}}
 +
| 2
 +
| Anomaly
 +
<!-- Anomaly Stats_Containment -->
 +
|-
 +
| Containment
 +
! Containment
 +
| 600
 +
| {{Bad|false}}
 +
| 3
 +
| Anomaly
 +
<!-- Anomaly Stats_Serum -->
 +
|-
 +
| Serum
 +
! Serum
 +
| 700
 +
| {{Bad|false}}
 +
| 0
 +
| Anomaly
 +
|}
 +
</div>
 +
</div>
  
 +
<div class="mw-collapsible mw-collapsed">
  
=== Mechanitor ===
+
== Stat Bases ==
 
+
<div class="mw-collapsible-content">
 +
{| id="Stat Bases" {{STDT|sortable collapsible}}
 +
! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category
 +
|- id="ButcherySpeedBase"
 +
! ButcherySpeedBase
 +
| PawnWork
 +
|
 +
* Default Base Value: '''{{%|1}}'''
 +
* Min Value: '''{{%|0.1}}'''
 +
* To String Style: '''PercentZero'''
 +
|
 +
* ''Stat Factors:''
 +
** '''[[Global Work Speed]]'''
 +
* '''Capacity Factors:'''
 +
** Capacity: '''[[Sight]]'''
 +
*** Weight: '''{{%|0.4}}'''
 +
*** Max: '''{{%|1}}'''
 +
** Capacity: '''[[Manipulation]]'''
 +
*** Weight: '''{{%|1}}'''
 +
| 4500
 +
|- id="ButcheryEfficiencyBase"
 +
! ButcheryEfficiencyBase
 +
| PawnWork
 +
|
 +
* Default Base Value: '''{{%|1}}'''
 +
* Min Value: '''{{%|0}}'''
 +
* Max Value: '''{{%|1.5}}'''
 +
* To String Style: '''PercentZero'''
 +
|
 +
* '''Capacity Factors:'''
 +
** Capacity: '''[[Sight]]'''
 +
*** Weight: '''{{%|0.4}}'''
 +
*** Max: '''{{%|1}}'''
 +
** Capacity: '''[[Manipulation]]'''
 +
*** Weight: '''{{%|0.9}}'''
 +
| 4520
 +
|- id="ArmorRatingBase"
 +
! ArmorRatingBase
 +
| Apparel
 +
|
 +
* Default Base Value: '''{{%|0}}'''
 +
* Min Value: '''{{%|0}}'''
 +
* Hide At Value: '''{{%|0}}'''
 +
* Max Value: '''{{%|2}}'''
 +
* To String Style: '''PercentOne'''
 +
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: '''{{%|0.60}}'''
 +
** Factor Poor: '''{{%|0.80}}'''
 +
** Factor Normal: '''{{%|1.00}}'''
 +
** Factor Good: '''{{%|1.15}}'''
 +
** Factor Excellent: '''{{%|1.30}}'''
 +
** Factor Masterwork: '''{{%|1.45}}'''
 +
** Factor Legendary: '''{{%|1.80}}'''
 +
| -
 +
|- id="InsulationBase"
 +
! InsulationBase
 +
| Apparel
 +
|
 +
* Default Base Value: '''{{%|0}}'''
 +
* Hide At Value: '''{{%|0}}'''
 +
* Min Value: '''{{%|-9999}}'''
 +
* Max Value: '''{{%|9999}}'''
 +
* To String Style: '''TemperatureOffset'''
 +
* Show On Pawns: '''{{Bad|false}}'''
 +
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: '''{{%|0.8}}'''
 +
** Factor Poor: '''{{%|0.9}}'''
 +
** Factor Normal: '''{{%|1}}'''
 +
** Factor Good: '''{{%|1.1}}'''
 +
** Factor Excellent: '''{{%|1.2}}'''
 +
** Factor Masterwork: '''{{%|1.5}}'''
 +
** Factor Legendary: '''{{%|1.8}}'''
 +
** Apply To Negative Values: '''{{Good|true}}'''
 +
| -
 +
|- id="MarketValueBase"
 +
! MarketValueBase
 +
| BasicsImportant
 +
|
 +
* Worker Class: '''StatWorker_MarketValue'''
 +
* Min Value: '''{{%|0}}'''
 +
* To String Style: '''Money'''
 +
* Round To Five Over: '''200'''
 +
* Minified Thing Inherits: '''{{Good|true}}'''
 +
* Show On Untradeables: '''{{Bad|false}}'''
 +
* Scenario Randomizable: '''{{Good|true}}'''
 +
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: {{Bad|'''{{%|0.5}}'''}}
 +
** Factor Poor: {{Bad|'''{{%|0.75}}'''}}
 +
** Factor Normal: '''{{%|1}}'''
 +
** Factor Good: {{Good|'''{{%|1.25}}'''}}
 +
** Max Gain Good: {{+|'''500'''}}
 +
** Factor Excellent: {{Good|'''{{%|1.5}}'''}}
 +
** Max Gain Excellent: {{+|'''1000'''}}
 +
** Factor Masterwork: {{Good|'''{{%|2.5}}'''}}
 +
** Max Gain Masterwork: {{+|'''2000'''}}
 +
** Factor Legendary: {{Good|'''{{%|5}}'''}}
 +
** Max Gain Legendary: {{+|'''3000'''}}
 +
* '''StatPart_WornByCorpse'''
 +
* '''StatPart_IsCorpseFresh'''
 +
* '''StatPart_WeaponTraitsMarketValueOffset'''
 +
* '''StatPart_Biocoded'''
 +
* '''StatPart_ReloadMarketValue'''
 +
* '''StatPart_Genes{{BiotechIcon}}'''
 +
| 2510
 +
|- id="MeditationFocusBase"
 +
! MeditationFocusBase{{RoyaltyIcon}}
 +
| -
 +
|
 +
* Format String: '''{0} / day'''
 +
* Format String Unfinalized: '''{0} / day'''
 +
* To String Style: '''PercentZero'''
 +
* Show If Mods Loaded Any: '''Royalty{{RoyaltyIcon}}'''
 +
| -
 +
| -
 +
|- id="ShootingAccuracyFactorBase"
 +
! ShootingAccuracyFactorBase
 +
| PawnCombat
 +
|
 +
* Min Value: '''{{%|0.01}}'''
 +
* Default Base Value: '''{{%|1}}'''
 +
* Hide At Value: '''{{%|1}}'''
 +
* To String Style: '''PercentZero'''
 +
* Show On Animals: '''{{Bad|false}}'''
 +
* Show Developmental Stage Filter: '''Child, Adult'''
 +
| -
 +
| -
 +
|- id="MechStatBase"
 +
! MechStatBase{{BiotechIcon}}
 +
* '''May Require Any Of:'''
 +
** Biotech{{BiotechIcon}}
 +
** Anomaly{{AnomalyIcon}}
 +
| Mechanoid
 +
|
 +
* Show On Animals: '''{{Bad|false}}'''
 +
* Show On Humanlikes: '''{{Bad|false}}'''
 +
* Show On Mechanoids: '''{{Good|true}}'''
 +
| -
 +
| -
 +
|- id="IntellectualSkillBase"
 +
! IntellectualSkillBase
 +
| PawnWork
 +
|
 +
* Default Base Value: '''{{%|1}}'''
 +
* To String Style: '''PercentZero'''
 +
* Scenario Randomizable: '''{{Good|true}}'''
 +
|
 +
* Stat Factors:
 +
** '''[[Global Work Speed]]'''
 +
* Skill Need Factors:
 +
** '''SkillNeed_BaseBonus:'''
 +
*** Skill: '''[[Intellectual]]'''
 +
*** Base Value: '''{{%|0.08}}'''
 +
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
 +
----
 +
* '''Capacity Factors:'''
 +
** Capacity: '''[[Manipulation]]'''
 +
*** Weight: '''{{%|0.5}}'''
 +
*** Max: '''{{%|1.1}}'''
 +
** Capacity: '''[[Sight]]'''
 +
*** Weight: '''{{%|0.5}}'''
 +
*** Max: '''{{%|1.1}}'''
 +
| -
 +
|- id="AccuracyBase"
 +
! AccuracyBase
 +
| Weapon_Ranged
 +
|
 +
* Default Base Value: '''{{%|1}}'''
 +
* Min Value: '''{{%|0.01}}'''
 +
* Max Value: '''{{%|1}}'''
 +
* To String Style: '''PercentZero'''
 +
* Show If Undefined: '''{{Bad|false}}'''
 +
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: '''{{%|0.8}}'''
 +
** Factor Poor: '''{{%|0.9}}'''
 +
** Factor Normal: '''{{%|1}}'''
 +
** Factor Good: '''{{%|1.1}}'''
 +
** Factor Excellent: '''{{%|1.2}}'''
 +
** Factor Masterwork: '''{{%|1.35}}'''
 +
** Factor Legendary: '''{{%|1.5}}'''
 +
| -
 +
<!-- Darkness combat -->
 +
|- id="DarknessCombat"
 +
! DarknessCombat{{IdeologyIcon}}
 +
| PawnCombat
 +
|
 +
* Default Base Value: '''{{%|0}}'''
 +
* To String Style: '''PercentZero'''
 +
* Show On Animals: '''{{Bad|false}}'''
 +
* Always Hide: '''{{Good|true}}'''
 +
| -
 +
| -
 +
<!-- Mechanitor -->
 +
|- id="MechanitorStatBase"
 +
! MechanitorStatBase{{BiotechIcon}}
 +
| Mechanitor
 +
|
 +
* Worker Class: '''StatWorker_Mechanitor'''
 +
* Default Base Value: '''{{%|0}}
 +
* Min Value: '''{{%|0}}
 +
* Show On Animals: '''{{Bad|false}}'''
 +
* Show On Humanlikes: '''{{Good|true}}'''
 +
* Show On Mechanoids: '''{{Bad|false}}'''
 +
* Show If Undefined: '''{{Good|true}}'''
 +
| -
 +
| 2000
 +
|}
 
</div>
 
</div>
 
</div>
 
</div>
  
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
== Anomaly{{AnomalyIcon}} ==
+
== List of Stats by defName ==
<div class="mw-collapsible-content">
+
<div class="mw-collapsible-content">
=== Global ===
+
* Ability_CastingTime
==== Misc ====
+
* Ability_DetectChancePerEntropy
 +
* Ability_Duration
 +
* Ability_EffectRadius
 +
* Ability_EntropyGain
 +
* Ability_GoodwillImpact
 +
* Ability_PsyfocusCost
 +
* Ability_Range
 +
* Ability_RequiredPsylink
 +
* AccuracyLong
 +
* AccuracyMedium
 +
* AccuracyShort
 +
* AccuracyTouch
 +
* ActivitySuppressionRate
 +
* AimingDelayFactor
 +
* AnimalGatherSpeed
 +
* AnimalGatherYield
 +
* AnimalProductsSellImprovement
 +
* AnimalsLearningFactor
 +
* ArmorRating_Blunt
 +
* ArmorRating_Heat
 +
* ArmorRating_Sharp
 +
* ArrestSuccessChance
 +
* AssemblySpeedFactor
 +
* BabyPlayGainFactor
 +
* BandwidthCost
 +
* Beauty
 +
* BeautyOutdoors
 +
* BedHungerRateFactor
 +
* BedRestEffectiveness
 +
* BiosculpterOccupantSpeed
 +
* BiosculpterPodSpeedFactor
 +
* BirthRitualQualityOffset
 +
* BluntDamageMultiplier
 +
* BondAnimalChanceFactor
 +
* ButcheryFleshEfficiency
 +
* ButcheryFleshSpeed
 +
* ButcheryMechanoidEfficiency
 +
* ButcheryMechanoidSpeed
 +
* CancerRate
 +
* CaravanRidingSpeedFactor
 +
* CarryingCapacity
 +
* CertaintyLossFactor
 +
* CleaningSpeed
 +
* CleaningTimeFactor
 +
* Cleanliness
 +
* ColdContainmentBonus
 +
* Comfort
 +
* ComfyTemperatureMax
 +
* ComfyTemperatureMin
 +
* ConstructSuccessChance
 +
* ConstructionSpeed
 +
* ConstructionSpeedFactor
 +
* ContainmentStrength
 +
* ControlTakingTime
 +
* ConversionPower
 +
* CookSpeed
 +
* CrawlSpeed
 +
* DeepDrillingSpeed
 +
* DeteriorationRate
 +
* DoorOpenSpeed
 +
* DrugCookingSpeed
 +
* DrugHarvestYield
 +
* DrugSellPriceImprovement
 +
* DrugSynthesisSpeed
 +
* EMPResistance
 +
* EatingSpeed
 +
* EnergyShieldEnergyMax
 +
* EnergyShieldRechargeRate
 +
* EntityStudyRate
 +
* EquipDelay
 +
* Fertility
 +
* FilthMultiplier
 +
* FilthRate
 +
* FixBrokenDownBuildingSuccessChance
 +
* Flammability
 +
* FoodPoisonChance
 +
* FoodPoisonChanceFixedHuman
 +
* ForagedNutritionPerDay
 +
* GeneralLaborSpeed
 +
* GeneticComplexityIncrease
 +
* GlobalLearningFactor
 +
* GrowthVatOccupantSpeed
 +
* HackingSpeed
 +
* HemogenGainFactor
 +
* HuntingStealth
 +
* ImmunityGainSpeed
 +
* ImmunityGainSpeedFactor
 +
* IncomingDamageFactor
 +
* InjuryHealingFactor
 +
* Insulation_Cold
 +
* Insulation_Heat
 +
* JoyFallRateFactor
 +
* JoyGainFactor
 +
* JumpRange
 +
* LearningRateFactor
 +
* LeatherAmount
 +
* LifespanFactor
 +
* MarketValue
 +
* MarketValueIgnoreHp
 +
* Mass
 +
* MaxHitPoints
 +
* MaxInstallCount
 +
* MaxNutrition
 +
* MeatAmount
 +
* MechBandwidth
 +
* MechControlGroups
 +
* MechEnergyLossPerHP
 +
* MechEnergyUsageFactor
 +
* MechFormingSpeed
 +
* MechRemoteRepairDistance
 +
* MechRemoteShieldDistance
 +
* MechRemoteShieldEnergy
 +
* MechRepairSpeed
 +
* MedicalOperationSpeed
 +
* MedicalPotency
 +
* MedicalQualityMax
 +
* MedicalSurgerySuccessChance
 +
* MedicalTendQuality
 +
* MedicalTendQualityOffset
 +
* MedicalTendSpeed
 +
* MeditationFocusGain
 +
* MeditationFocusStrength
 +
* MeditationPlantGrowthOffset
 +
* MeleeArmorPenetration
 +
* MeleeCooldownFactor
 +
* MeleeDPS
 +
* MeleeDamageFactor
 +
* MeleeDodgeChance
 +
* MeleeDodgeChanceIndoorsDarkOffset
 +
* MeleeDodgeChanceIndoorsLitOffset
 +
* MeleeDodgeChanceOutdoorsDarkOffset
 +
* MeleeDodgeChanceOutdoorsLitOffset
 +
* MeleeDoorDamageFactor
 +
* MeleeHitChance
 +
* MeleeHitChanceIndoorsDarkOffset
 +
* MeleeHitChanceIndoorsLitOffset
 +
* MeleeHitChanceOutdoorsDarkOffset
 +
* MeleeHitChanceOutdoorsLitOffset
 +
* MeleeWeapon_AverageArmorPenetration
 +
* MeleeWeapon_AverageDPS
 +
* MeleeWeapon_CooldownMultiplier
 +
* MeleeWeapon_DamageMultiplier
 +
* MentalBreakThreshold
 +
* MinimumContainmentStrength
 +
* MinimumHandlingSkill
 +
* MiningSpeed
 +
* MiningYield
 +
* MortarMissRadiusFactor
 +
* MoveSpeed
 +
* NegotiationAbility
 +
* Nutrition
 +
* PackRadius
 +
* PainShockThreshold
 +
* PawnBeauty
 +
* PawnTrapSpringChance
 +
* PlantHarvestYield
 +
* PlantWorkSpeed
 +
* PowerPlantMaxPowerOuput
 +
* PruningSpeed
 +
* PsychicEntropyGain
 +
* PsychicEntropyMax
 +
* PsychicEntropyMaxOffset
 +
* PsychicEntropyRecoveryRate
 +
* PsychicEntropyRecoveryRateOffset
 +
* PsychicRitualQuality
 +
* PsychicRitualQualityOffset
 +
* PsychicSensitivity
 +
* PsychicSensitivityFactor
 +
* PsychicSensitivityOffset
 +
* RangedCooldownFactor
 +
* RangedWeapon_Cooldown
 +
* RangedWeapon_DamageMultiplier
 +
* RawNutritionFactor
 +
* ReadingSpeed
 +
* ResearchSpeed
 +
* ResearchSpeedFactor
 +
* RestFallRateFactor
 +
* RestRateMultiplier
 +
* RoomReadingBonus
 +
* RoyalFavorValue
 +
* SellPriceFactor
 +
* SharpDamageMultiplier
 +
* ShootingAccuracyChildFactor
 +
* ShootingAccuracyFactor_Long
 +
* ShootingAccuracyFactor_Medium
 +
* ShootingAccuracyFactor_Short
 +
* ShootingAccuracyFactor_Touch
 +
* ShootingAccuracyIndoorsDarkOffset
 +
* ShootingAccuracyIndoorsLitOffset
 +
* ShootingAccuracyOutdoorsDarkOffset
 +
* ShootingAccuracyOutdoorsLitOffset
 +
* ShootingAccuracyPawn
 +
* ShootingAccuracyTurret
 +
* SlaveSuppressionFallRate
 +
* SlaveSuppressionOffset
 +
* SmeltingSpeed
 +
* SmoothingSpeed
 +
* SocialIdeoSpreadFrequencyFactor
 +
* SocialImpact
 +
* StaggerDurationFactor
 +
* StudyEfficiency
 +
* StuffEffectMultiplierArmor
 +
* StuffEffectMultiplierInsulation_Cold
 +
* StuffEffectMultiplierInsulation_Heat
 +
* StuffPower_Armor_Blunt
 +
* StuffPower_Armor_Heat
 +
* StuffPower_Armor_Sharp
 +
* StuffPower_Insulation_Cold
 +
* StuffPower_Insulation_Heat
 +
* StyleDominance
 +
* SubcoreEncodingSpeed
 +
* SuppressionPower
 +
* SurgerySuccessChanceFactor
 +
* TameAnimalChance
 +
* Terror
 +
* TerrorSource
 +
* ToxicEnvironmentResistance
 +
* ToxicResistance
 +
* TradePriceImprovement
 +
* TrainAnimalChance
 +
* TrapMeleeDamage
 +
* TrapSpringChance
 +
* WastepacksPerRecharge
 +
* WorkSpeedGlobal
 +
* WorkTableEfficiencyFactor
 +
* WorkTableWorkSpeedFactor
 +
* WorkToBuild
 +
* WorkToMake
  
 +
</div>
 +
</div>
  
=== Local ===
+
<div class="mw-collapsible mw-collapsed">
==== Injuries ====
+
== Stat Statistics ==
 
+
<div class="mw-collapsible-content">
  
==== Chronic ====
+
* 242 <StatDef
 +
** 175 <StatDef>
 +
* 35 <StatCategoryDef>
 +
** 35 <displayOrder>
 +
** 10 <displayAllByDefault>
  
 +
* 265 <defName>
 +
* 266 <label>
 +
* 224 <description>
 +
* 192 <category>
 +
* 193 <displayPriorityInCategory>
  
 +
=== Level 2 ===
 +
* 61 <parts>
 +
* 39 <capacityFactors>
 +
* 38 <skillNeedFactors>
 +
* 20 <statFactors>
 +
* 8 <postProcessCurve>
 +
* 7 <skillNeedOffsets>
 +
* 5 <capacityOffsets>
 +
* 3 <postProcessStatFactors>
 +
* 3 <showOnPawnKind>
  
=== Body Parts ===
+
=== Types ===
==== Prosthetic ====
+
242 Total
 +
* 35 Categories
 +
* 207 Stats
 +
==== Bases ====
 +
# ButcherySpeedBase
 +
# ButcheryEfficiencyBase
 +
# ArmorRatingBase
 +
# InsulationBase
 +
# MarketValueBase
 +
# MeditationFocusBase
 +
# ShootingAccuracyFactorBase
 +
# MechStatBase
 +
# IntellectualSkillBase
 +
# AccuracyBase
 +
# DarknessCombat
 +
# MechanitorStatBase
  
 +
1 Non Base Parents
 +
* Beauty
  
=== Mutants ===
+
=== Classes ===
 +
* 39 SkillNeed_BaseBonus
 +
* 8 SkillNeed_Direct
 +
==== Stat Parts ====
 +
* 1 StatPart_AddedBodyPartsMass
 +
* 9 StatPart_Age
 +
* 1 StatPart_AgeOffset
 +
* StatPart_ArtificialBuildingsNearbyOffset
 +
* StatPart_BedStat
 +
* StatPart_Biocoded
 +
* StatPart_BiosculptingSpeedFactor
 +
* StatPart_BlindPsychicSensitivityOffset
 +
* StatPart_BodySize
 +
* StatPart_ContentsBeauty
 +
* StatPart_CorpseCasket
 +
* StatPart_Deathresting
 +
* StatPart_Difficulty_ButcherYield
 +
* StatPart_EnvironmentalEffects
 +
* StatPart_FertilityByGenderAge
 +
* StatPart_FertilityByHediffs
 +
* StatPart_Food
 +
* StatPart_GearAndInventoryMass
 +
* 6 StatPart_GearStatOffset
 +
* 2 StatPart_Genes
 +
* 3 StatPart_Glow
 +
* 1 StatPart_GrowthVatSpeedFactor
 +
* StatPart_HasRelic
 +
* 1 StatPart_Health
 +
* StatPart_Hyperlinks
 +
* StatPart_IsCorpseFresh
 +
* StatPart_IsFlesh
 +
* StatPart_LifeStageMaxFood
 +
* StatPart_Malnutrition
 +
* StatPart_MaxChanceIfRotting
 +
* StatPart_NaturalNotMissingBodyPartsCoverage
 +
* StatPart_NearHarbingerTree
 +
* StatPart_NotCarefullySlaughtered
 +
* StatPart_NoxiousHaze
 +
* 3 StatPart_Outdoors
 +
* StatPart_OverseerStatOffset
 +
* 1 StatPart_Pain
 +
* StatPart_PlantGrowthNutritionFactor
 +
* StatPart_PlayerFactionLeader
 +
* StatPart_Pollution
 +
* StatPart_Quality
 +
* StatPart_Quality_Offset
 +
* StatPart_ReloadMarketValue
 +
* StatPart_Rest
 +
* StatPart_Resting
 +
* StatPart_RevenantSpeed
 +
* StatPart_RoleConversionPower
 +
* StatPart_RoomStat
 +
* StatPart_ShamblerCorpse
 +
* StatPart_ShamblerCrawling
 +
* StatPart_SightPsychicSensitivityOffset
 +
* StatPart_Slave
 +
* 5 StatPart_Stuff
 +
* StatPart_Terror
 +
* StatPart_ToxicFallout
 +
* StatPart_UnfinishedThingIngredientsMass
 +
* StatPart_WeaponTraitsMarketValueOffset
 +
* 1 StatPart_WildManOffset
 +
* 1 StatPart_WorkTableOutdoors
 +
* 2 StatPart_WorkTableTemperature
 +
* 1 StatPart_WorkTableUnpowered
 +
* 1 StatPart_WornByCorpse
  
 
+
</div>
=== HediffGiverSetDefs ===
 
 
 
</div>
 
</div>
 
 
</div>
 
</div>

Revision as of 20:39, 16 September 2024

Room Stats

Name Details Score Stages / Curve
Impressiveness
  • Worker Class: RoomStatWorker_Impressiveness
  • Update Priority: 1
  • Display Rounded: true
  • Roomless Score: 0
Score Stages:
Min Score Label
- awful
20 dull
30 mediocre
40 decent
50 slightly impressive
65 somewhat impressive
85 very impressive
120 extremely impressive
170 unbelievably impressive
240 wondrously impressive
Wealth
  • Worker Class: RoomStatWorker_Wealth
  • Update Priority: 2
  • Display Rounded: true
  • Roomless Score: 0
Score Stages:
Min Score Label
- impoverished
500 somewhat poor
700 mediocre
2000 somewhat rich
4000 rich
10000 luxurious
40000 very luxurious
100000 extremely luxurious
1000000 unbelievably luxurious
Space
  • Worker Class: RoomStatWorker_Space
  • Update Priority: 2
  • Display Rounded: true
  • Roomless Score: 350
Score Stages:
Min Score Label
- cramped
12.5 rather tight
29 average-sized
55 somewhat spacious
70 quite spacious
130 very spacious
349.5 extremely spacious
Beauty
  • Worker Class: RoomStatWorker_Beauty
  • Update Priority: 2
  • Roomless Score: 0
Score Stages:
Min Score Label
- hideous
-3.5 ugly
0.0 neutral
2.4 pretty
5.0 beautiful
15.0 very beautiful
50.0 extremely beautiful
100.0 unbelievably beautiful
Cleanliness
  • Worker Class: RoomStatWorker_Cleanliness
  • Update Priority: 2
  • Roomless Score: 0
Score Stages:
Min Score Label
- very dirty
-1.1 dirty
-0.4 slightly dirty
-0.05 clean
0.4 sterile
Reading bonus
  • Worker Class: RoomStatWorker_ReadingBonus
  • Roomless Score: 1
  • Update Priority: 0
  • Is Hidden: true
-
Infection chance factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 1.0
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Infection chance factor
-5 1.0
0 0.5
1 0.2
Surgery success chance cleanliness factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.6
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Surgery success chance cleanliness factor
-5 0.6
0 1.0
5 1.15
Research speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.75
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Research speed factor
-5.0 0.75
-2.5 0.85
0.0 1.00
1.0 1.15
Grave visiting recreation factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 1
  • Input Stat: Impressiveness
Curve Points:
Impressiveness Grave visiting recreation factor
-150 1.0
0 1.0
150 1.4
Food poison chance
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.02
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Food poison chance
-5 0.05
-3.5 0.025
-2 0
Biosculpter pod speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.7
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Biosculpter pod speed factor
-5 0.7
-1 0.9
0 1
1 1.25
Assembly speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.75
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Assembly speed factor
-5.0 0.75
-2.5 0.85
0.0 1.00
1.0 1.15

Stats Nav Test

All 230 Stats

Capacities
PainConsciousnessMovingManipulationTalkingEatingSightHearingBreathingBlood Filtration  • Blood PumpingDigestion
Basics - Important
Honor Value Content added by the Royalty DLCMarket ValueMarket Value Ignoring Hitpoints
Basics - Non Pawn Important
NutritionMedical PotencyMedical Tend Quality MaximumMax Hit Points
Basics - Basics
MassFlammabilityPsychic Sensitivity FactorPsychic Sensitivity OffsetNeural Heat Limit OffsetNeural Heat Recovery Rate OffsetSlave Suppression Offset Content added by the Ideology DLCTerror (Source) Content added by the Ideology DLCMax Install Count Content added by the Biotech DLC
Basics - Pawn
Fertility Content added by the Biotech DLCHemogen Gain Multiplier Content added by the Biotech DLCRecreation Fall RateSleep Fall RateEating SpeedForaged Food AmountRaw Nutrition Multiplier Content added by the Biotech DLCLearning Rate Factor Content added by the Biotech DLCMinimum Handling SkillIdeoligion Spread Chance Content added by the Ideology DLCGlobal Certainty Loss Factor Content added by the Ideology DLCMental Break ThresholdImmunity Gain SpeedPain Shock ThresholdLifespan FactorMinimum Comfortable TemperatureMaximum Comfortable TemperatureCancer Rate Factor Content added by the Biotech DLCInjury Healing FactorCaravan Riding SpeedCarrying CapacityFilth RateCrawl SpeedMove SpeedMax NutritionRest Rate MultiplierToxic Environment ResistanceToxic ResistanceAnimals Learning FactorGlobal Learning FactorNeural Heat LimitPsychic SensitivityLeather AmountMeat AmountTerror Content added by the Ideology DLCNeural Heat Gain (Factor) Content added by the Royalty DLCNeural Heat Recovery RateMeditation Psyfocus Gain
Basics - Non Pawn
Construction Speed (Material Factor)Deterioration RateSell Price MultiplierBeautyOutdoor BeautyCleanlinessComfortWork To MakeFood Poison Chance (Food Stat)Shooting Accuracy (Turrets)Style Dominance Content added by the Ideology DLC
Mechanoid
Bandwidth Cost Content added by the Biotech DLCEnergy Usage Multiplier Content added by the Biotech DLCWastepacks Per Recharge Content added by the Biotech DLCControl Taking Time Content added by the Biotech DLCRepair Energy Cost Content added by the Biotech DLCEMP Resistance
Meditation
Meditation Plant Growth Offset Content added by the Royalty DLCMeditation Psyfocus Bonus
Terrain
Cleaning Time MultiplierFilth Multiplier
Apparel
Armor - Material effect multiplierInsulation - Cold - Material effect multiplierInsulation - Heat - Material effect multiplierEquip DelayEffect RadiusJump Range Content added by the Royalty DLCShield Recharge RateShield Max EnergyInsulation - HeatInsulation - ColdArmor - HeatArmor - BluntArmor - Sharp
Weapon (Ranged)
Damage MultiplierRanged CooldownAccuracy (Long)Accuracy (Medium)Accuracy (Short)Accuracy (Close)
Weapon (Melee)
Melee Damage MultiplierMelee Weapon Average Armor PenetrationMelee Damage Per Second
Building
Research Speed FactorMax Power OutputWork Speed Factor (Gene Assembly) Content added by the Biotech DLCMedical Tend Quality OffsetWork Speed FactorWork Efficiency FactorWork To BuildDoor Opening SpeedRest EffectivenessImmunity Gain Speed FactorRecreation PowerBaby Play Power Content added by the Biotech DLCBiosculpter Pod Speed Factor Content added by the Ideology DLCSurgery Success Chance FactorBirth Quality Offset Content added by the Biotech DLCGenetic Complexity Increase Content added by the Biotech DLCReading BonusTrap Spring ChanceTrap Melee Damage
Ability
Detection ChanceGoodwill ImpactEffect RadiusDurationRangePsyfocus CostNeural Heat GainCasting TimePsylink Level
Stuff Stat Factors (Multipliers when made of this)
Melee CooldownSharp DamageBlunt DamageInsulation - Heat (material factor)Insulation - Cold (material factor)Armor - Heat (material factor)Armor - Blunt (material factor)Armor - Sharp (material factor)
Mechanitor Content added by the Biotech DLC
Mech BandwidthMech Control GroupsMech Gestation SpeedMech Remote Repair DistanceMech Remote Shield DistanceMech Remote Shield EnergyMech Repair SpeedSubcore Encoding SpeedMech Work Speed Offset
Pawn - Combat
Stagger Time MultiplierRanged Cooldown MultiplierAiming TimePawn Trap Spring ChanceIncoming Damage MultiplierAccuracy Factor (Long)Accuracy Factor (Medium)Accuracy Factor (Short)Accuracy Factor (Close)Shooting Accuracy (People)Mortar Miss Radius MultiplierMelee Armor PenetrationMelee Dodge ChanceMelee Hit ChanceMelee Door Damage Factor Content added by the Biotech DLCMelee DPSMelee Damage FactorMelee CooldownShooting Accuracy Multiplier (Child) Content added by the Biotech DLCMelee Dodge Chance Indoors Dark Content added by the Ideology DLCMelee Dodge Chance Indoors Lit Content added by the Ideology DLCMelee Dodge Chance Outdoors Night Content added by the Ideology DLCMelee Dodge Chance Outdoors Day Content added by the Ideology DLCMelee Hit Chance Indoors Dark Content added by the Ideology DLCMelee Hit Chance Indoors Lit Content added by the Ideology DLCMelee Hit Chance Outdoors Dark Content added by the Ideology DLCMelee Hit Chance Outdoors Lit Content added by the Ideology DLCShooting Accuracy Indoors Dark Content added by the Ideology DLCShooting Accuracy Indoors Lit Content added by the Ideology DLCShooting Accuracy Outdoors Dark Content added by the Ideology DLCShooting Accuracy Outdoors Lit Content added by the Ideology DLC
Pawn - Social
Suppression Power Content added by the Ideology DLCBond Chance FactorTrain Animal ChanceConversion Power Content added by the Ideology DLCTame Animal ChanceArrest Success ChancePawn BeautySocial ImpactSlave Suppression Fall Rate Content added by the Ideology DLCDrug Sell Price ImprovementAnimal Products Price Improvement Content added by the Ideology DLCTrade Price ImprovementNegotiation Ability
Pawn - Misc
Growth Vat Occupant Speed Content added by the Biotech DLCBiosculpter Occupant Speed Content added by the Ideology DLC
Pawn - Work
Pruning Speed Content added by the Ideology DLCActivity Suppression Speed Content added by the Anomaly DLCStudy Efficiency Content added by the Anomaly DLCEntity Study Rate Content added by the Anomaly DLCCleaning Speed MultiplierButchery SpeedMechanoid Shredding SpeedHunting StealthResearch SpeedSmelting SpeedSmoothing SpeedAnimal Gather SpeedAnimal Gather YieldHacking Speed Content added by the Ideology DLCDrug Cooking SpeedDrug Synthesis SpeedButchery EfficiencyMechanoid Shredding EfficiencyCooking SpeedFood Poison Chance (Chance to poison a meal)Plant Work SpeedPlant Harvest YieldDrug Crop Harvest YieldReading SpeedRepair Success ChanceConstruct Success ChanceConstruction SpeedMedical Tend SpeedMedical Tend QualityMedical Operation SpeedMedical Surgery Success ChanceMining SpeedDeep Drilling SpeedMining YieldGeneral Labor SpeedGlobal Work Speed
Psychic Ritual Content added by the Anomaly DLC
Psychic Ritual QualityPsychic Ritual Quality Offset
Containment Content added by the Anomaly DLC
Cold Containment BonusContainment StrengthMinimum Containment Strength
Hidden
Bed Hunger Rate Multiplier

Stats Ask Query

Basics - Important
Basics - Non Pawn Important
Basics
Animals Learning FactorBeauty (Stat)Cancer Rate FactorCaravan Riding SpeedCarrying CapacityCleanliness (Stat)Comfort (Stat)Construction Speed (Material Factor)Crawl SpeedDeterioration RateEating SpeedFertilityFilth RateFlammabilityFood Poison Chance (Food Stat)Foraged Food AmountGlobal Certainty Loss FactorGlobal Learning FactorHemogen Gain MultiplierHonor ValueIdeoligion Spread ChanceImmunity Gain SpeedInjury Healing FactorLearning Rate FactorLeather AmountLifespan FactorMarket ValueMarket Value Ignoring HitpointsMassMax Hit PointsMax Install CountMax NutritionMaximum Comfortable TemperatureMeat AmountMedical PotencyMedical Tend Quality MaximumMeditation Psyfocus GainMental Break ThresholdMinimum Comfortable TemperatureMinimum Handling SkillMove SpeedNeural Heat Gain (Factor)Neural Heat LimitNeural Heat Limit OffsetNeural Heat Recovery RateNeural Heat Recovery Rate OffsetNutrition (Stat)Outdoor BeautyPain Shock ThresholdPsychic Sensitivity... further results
Basics - Pawn
Animals Learning FactorCancer Rate FactorCaravan Riding SpeedCarrying CapacityCrawl SpeedEating SpeedFertilityFilth RateForaged Food AmountGlobal Certainty Loss FactorGlobal Learning FactorHemogen Gain MultiplierIdeoligion Spread ChanceImmunity Gain SpeedInjury Healing FactorLearning Rate FactorLeather AmountLifespan FactorMax NutritionMaximum Comfortable TemperatureMeat AmountMeditation Psyfocus GainMental Break ThresholdMinimum Comfortable TemperatureMinimum Handling SkillMove SpeedNeural Heat Gain (Factor)Neural Heat LimitNeural Heat Recovery RatePain Shock ThresholdPsychic SensitivityRaw Nutrition MultiplierRecreation Fall RateRest Rate MultiplierSleep Fall RateToxic Environment ResistanceToxic Resistance
Basics - Non Pawn
Beauty (Stat)Cleanliness (Stat)Comfort (Stat)Construction Speed (Material Factor)Deterioration RateFood Poison Chance (Food Stat)Outdoor BeautySell Price MultiplierShooting Accuracy (Turrets)Style DominanceWork To Make
Mechanoid
Bandwidth CostControl Taking TimeEMP ResistanceEnergy Usage MultiplierRepair Energy CostWastepacks Per Recharge
Meditation
Meditation Plant Growth OffsetMeditation Psyfocus Bonus
Terrain
Cleaning Time MultiplierFilth Multiplier
Apparel
Armor - BluntArmor - HeatArmor - Material Effect MultiplierArmor - SharpEquip DelayInsulation - ColdInsulation - Cold - Material Effect MultiplierInsulation - HeatInsulation - Heat - Material Effect MultiplierJump RangePack RadiusShield Max EnergyShield Recharge Rate
Weapon (Ranged)
Accuracy (Close)Accuracy (Long)Accuracy (Medium)Accuracy (Short)Ranged CooldownRanged Damage Multiplier
Weapon (Melee)
Melee Damage Multiplier
Building
Assembly Speed FactorBaby Play PowerBiosculpter Pod Speed FactorBirth Quality OffsetBuilding Size CategoryDoor Opening SpeedGenetic Complexity IncreaseImmunity Gain Speed FactorMax Power OutputMedical Tend Quality OffsetReading BonusRecreation PowerResearch Speed FactorRest EffectivenessSurgery Success Chance FactorTrap Melee DamageTrap Spring ChanceWork Efficiency FactorWork Speed FactorWork To Build
Ability
Casting TimeDetection ChanceDurationEffect RadiusGoodwill ImpactNeural Heat GainPsyfocus CostPsylink LevelRange (Ability)
Stuff Stat Factors (Multipliers when made of this)
Armor - Blunt (Material Factor)Armor - Heat (Material Factor)Armor - Sharp (Material Factor)Blunt DamageInsulation - Cold (Material Factor)Insulation - Heat (Material Factor)Melee CooldownSharp Damage
Mechanitor
Mech BandwidthMech Control GroupsMech Gestation SpeedMech Remote Repair DistanceMech Remote Shield DistanceMech Remote Shield EnergyMech Repair SpeedMech Work Speed OffsetSubcore Encoding Speed
Pawn - Combat
Accuracy Factor (Close)Accuracy Factor (Long)Accuracy Factor (Medium)Accuracy Factor (Short)Aiming TimeIncoming Damage MultiplierMelee Armor PenetrationMelee Cooldown (Pawn)Melee DPSMelee Damage FactorMelee Dodge ChanceMelee Dodge Chance Indoors DarkMelee Dodge Chance Indoors LitMelee Dodge Chance Outdoors DayMelee Dodge Chance Outdoors NightMelee Door Damage FactorMelee Hit ChanceMelee Hit Chance Indoors DarkMelee Hit Chance Indoors LitMelee Hit Chance Outdoors DarkMelee Hit Chance Outdoors LitMortar Miss Radius MultiplierPawn Trap Spring ChanceRanged Cooldown MultiplierShooting Accuracy Indoors DarkShooting Accuracy Indoors LitShooting Accuracy Multiplier (Child)Shooting Accuracy Outdoors DarkShooting Accuracy Outdoors LitStagger Time Multiplier
Pawn - Social
Animal Products Price ImprovementArrest Success ChanceBeauty (Pawn)Bond Chance FactorConversion PowerDrug Sell Price ImprovementNegotiation AbilitySlave Suppression Fall RateSocial ImpactSuppression PowerTame Animal ChanceTrade Price ImprovementTrain Animal Chance
Pawn - Misc
Biosculpter Occupant SpeedGrowth Vat Occupant Speed
Pawn - Work
Activity Suppression SpeedAnimal Gather SpeedAnimal Gather YieldButchery EfficiencyButchery SpeedCleaning Speed MultiplierConstruct Success ChanceConstruction SpeedCooking SpeedDeep Drilling SpeedDrug Cooking SpeedDrug Crop Harvest YieldDrug Synthesis SpeedEntity Study RateFood Poison ChanceGeneral Labor SpeedGlobal Work SpeedHacking SpeedHunting StealthMechanoid Shredding EfficiencyMechanoid Shredding SpeedMedical Operation SpeedMedical Surgery Success ChanceMedical Tend QualityMedical Tend SpeedMining SpeedMining YieldPlant Harvest YieldPlant Work SpeedPruning SpeedReading SpeedRepair Success ChanceResearch SpeedShooting AccuracySmelting SpeedSmoothing SpeedStudy Efficiency
Psychic Ritual
Psychic Ritual QualityPsychic Ritual Quality Offset
Containment
Anomaly KnowledgeBase Escape Interval Mtb DaysBioferrite DensityCold Containment BonusContainment FactorContainment StrengthContainment StrengthGets Cold Containment BonusKnowledge CategoryMinimum Containment StrengthMinimum Containment StrengthMinimum Monolith Level For StudyRequires Holding PlatformRequires ImprisonmentStudiable Frequency Ticks

Stats Nav

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Merged Stat Subpages

DefName
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • 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: 100%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • 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: 100%
  • Min Value: 0%
  • To String Style: FloatTwoOrThree
  • Format String: {0} kg
  • Minified Thing Inherits: true
  • Show On Unhaulables: false
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_GearAndInventoryMass
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_AddedBodyPartsMass
1500
  • 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:
    • Royalty Content added by the Royalty DLC
- 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: 2
  • 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: 100%
  • 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: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • 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: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • 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: -100000%
  • 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: -100000%
  • To String Style: FloatTwo
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
3000
  • 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
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Worker Class: StatWorker_PossibleCompOffsets
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show Zero Base Value: true
- 4010
  • Def Name:
    PsychicSensitivityOffset
  • Label:
    psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Cacheable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 50%
      • Factor Poor: 66%
      • Factor Normal: 83%
      • Factor Good: 100%
      • Factor Excellent: 116%
      • Factor Masterwork: 132%
      • Factor Legendary: 150%
      • apply To Negative Values: true
3500
  • Def Name:
    PsychicSensitivityFactor
  • Label:
    psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
- 3500
  • Def Name:
    PsychicEntropyMaxOffset
  • Label:
    neural heat limit offset
An offset applied to the user's neural heat limit.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3525
  • Def Name:
    PsychicEntropyRecoveryRateOffset
  • Label:
    neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Format String: {0}/s
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3550
  • Def Name:
    FilthMultiplier
  • Label:
    filth multiplier
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • Def Name:
    CleaningTimeFactor
  • Label:
    cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0.1%
  • Show On Pawns: false
  • To String Style: PercentZero
- -


  • 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: -999900%
  • Max Value: 999900%
  • 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: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • 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: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50


  • 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: 100%
  • Min Value: 1%
  • 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:
    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: 100%
  • 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:
    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: 100%
  • 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: 0.8
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 86%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 114%
      • Factor Masterwork: 125%
      • Factor Legendary: 160%
4000
  • 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: 100%
  • Min Value: 100%
  • 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:
    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: 100%
  • Min Value: 0%
  • Format String: {0} s
  • To String Style: FloatOne
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1004
  • 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: 500%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
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
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
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:
    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:
    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:
    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: 1
  • Value If Missing: 0.4
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • 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: 0.395
  • Display Max When Above Or Equal: true
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 0%
      • Bonus Per Level: +1.5%
  • Capacity Factors:
    • 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:
    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: 0.50
  • 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: 1
  • 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: 0%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
2010
  • 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: 4000%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • 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: 7500%
  • Min Value: 100%
  • 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: 14000%
  • Min Value: 0%
  • Show On Mechanoids: false
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
    • StatPart_Difficulty_ButcherYield
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (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: 0.99
  • 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: +9%
  • 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: 100%
  • 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.
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • 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:
    MeditationFocusGainContent added by the Royalty DLC,Content added by the Biotech DLC
  • 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
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Default Base Value: 50%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show If Mods Loaded Any:
    • Biotech Content added by the Biotech DLC
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: 3000%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Stat Factors:
  • Parts:
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyMaxOffset
      • Include Weapon: 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:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • 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: 1
- 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
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
  • 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:
    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: 1.25
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Mining
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.8
        • 0.85
        • 0.9
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4902
  • 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: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Plants
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4551
  • 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: 1.5
  • 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: 1
  • 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: 1
  • 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: 10%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Post Process Stat Factors:
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 0
      • Bonus Per Level: +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

Stat Graphs

Cooking Speed

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

Market Value

Item Hit Points

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

Pawn Age

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

Surgery Success Chance Factor

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

Melee Hit Chance

Post Process Curve

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

Pawn Age

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

Melee Dodge Chance

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

Shooting Accuracy

  • Post Process Curve:
    • Points:
      • (-20, 0.70)
      • (-10, 0.80)
      • (-6, 0.83)
      • (-4, 0.85)
      • (-2, 0.87)
      • (0, 0.89)
      • (2, 0.93)
      • (4, 0.94)
      • (6, 0.95)
      • (8, 0.96)
      • (10, 0.97)
      • (12, 0.975)
      • (14, 0.98)
      • (16, 0.98333)
      • (18, 0.98666)
      • (20, 0.99)
      • (22, 0.9925)
      • (26, 0.995)
      • (30, 0.9965)
      • (40, 0.998)
      • (60, 0.999)

Aiming Time

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

Move Speed

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

Immunity Gain Speed

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

Meat Amount

Malnutrition

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

Post Process Curve

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

Leather Amount

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

Arrest Success Chance

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

Global Work Speed

Light Level

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

Pawn Age

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

Hunting Stealth

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

Reading Speed

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

Medical Tend Quality

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

Meditation Plant Growth Offset

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

Slave Suppression Fall Rate

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

Shooting Accuracy Multiplier (Child)

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

Fertility

Male

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

Female

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

Stat Categories

Def Name Label Display
Order
Display
All By
Default
# Of Stats Source
Basics Basics 10 true 9 Core - General
BasicsImportant Basics 1 true 3 Core - General
BasicsPawnImportant Basics 2 false 0 Core - General
BasicsNonPawnImportant Basics 2 false 4 Core - General
BasicsPawn Basics 11 false 38 Core - General
BasicsNonPawn Basics 12 false 11 Core - General
AnimalProductivity animal productivity 13 false 0 Core - General
Source content source 999 false 0 Core - General
Apparel Apparel 30 false 13 Core - Non-pawn
Implant Implant 30 false 0 Core - Non-pawn
Weapon Weapon 40 false 0 Core - Non-pawn
Weapon_Ranged Weapon (ranged) 44 false 6 Core - Non-pawn
Weapon_Melee Weapon (melee) 48 false 3 Core - Non-pawn
Building Building 50 false 19 Core - Non-pawn
Ability Ability 60 false 9 Core - Non-pawn
Drug Drug 30 false 0 Core - Non-pawn
DrugAddiction drug addiction 110 false 0 Core - Non-pawn
Terrain terrain 13 false 2 Core - Non-pawn
EquippedStatOffsets Offsets when equipped 70 false 0 Core - Virtual category
StuffStatFactors Multipliers when made of this 74 true 8 Core - Virtual category
StuffStatOffsets Offsets when made of this 77 true 0 Core - Virtual category
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true 0 Core - Virtual category
Surgery Surgical 90 true 0 Core - Virtual category
CapacityEffects effects 100 true 0 Core - Virtual category
PawnCombat Combat 110 false 31 Core - Pawn
PawnSocial Social 120 false 13 Core - Pawn
PawnMisc Misc 130 false 2 Core - Pawn
PawnWork Work 140 false 36 Core - Pawn
Meditation Meditation 13 true 2 Core - Misc
Genetics Genetics 200 false 0 Core - Misc
Mechanoid Mechanoid 13 true 6 Core - Misc
Mechanitor Mechanitor 105 true 9 Biotech
PsychicRituals Psychic ritual 500 false 2 Anomaly
Containment Containment 600 false 3 Anomaly
Serum Serum 700 false 0 Anomaly

Stat Bases

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

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

List of Stats by defName

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

Stat Statistics

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

Level 2

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

Types

242 Total

  • 35 Categories
  • 207 Stats

Bases

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

1 Non Base Parents

  • Beauty

Classes

  • 39 SkillNeed_BaseBonus
  • 8 SkillNeed_Direct

Stat Parts

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