Difference between revisions of "User:JuliaCat/test"

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<?xml version="1.0" encoding="utf-8" ?>
+
<div class="mw-collapsible">
 +
== Room Stats ==
 +
<div class="mw-collapsible-content">
 
<div>
 
<div>
 +
<!-- Core RoomStats.xml -->
 +
{| {{STDT}}
 +
! Name !! Details !! Score Stages / Curve
 +
<!--======= Primary stats (calcualated from physical conditions) =======-->
 +
|- id="Impressiveness" <!-- defName="Impressiveness" -->
 +
! Impressiveness
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Impressiveness'''
 +
* Update Priority: '''1'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! 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
 +
|}
 +
|- 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
 +
|}
 +
|- id="Food poison chance" <!-- defName="FoodPoisonChance" -->
 +
! Food poison chance
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.02'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Food poison chance
 +
|-
 +
! -5 
 +
| 0.05
 +
|-
 +
! -3.5
 +
| 0.025
 +
|-
 +
! -2 
 +
| 0
 +
|}
 +
<!-- Ideology RoomStats.xml -->
 +
|- id="Biosculpter pod speed factor" <!-- defName="BiosculpterPodSpeedFactor" -->
 +
! Biosculpter pod speed factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.7''' <!-- outdoors etc same as dirty room -->
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Biosculpter pod speed factor
 +
|-
 +
! -5
 +
| 0.7
 +
|-
 +
! -1
 +
| 0.9
 +
|-
 +
!  0
 +
| 1
 +
|-
 +
!  1
 +
| 1.25
 +
|}
 +
<!-- Biotech RoomStats.xml -->
 +
|- id="Assembly speed factor" <!-- defName="AssemblySpeedFactor" -->
 +
! Assembly 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 !! Assembly speed factor
 +
|-
 +
! -5.0
 +
| 0.75
 +
|-
 +
! -2.5
 +
| 0.85
 +
|-
 +
!  0.0
 +
| 1.00
 +
|-
 +
!  1.0
 +
| 1.15
 +
|}
 +
|}
 +
</div>
 +
</div>
 +
</div>
  
<!-- Core AbilityDefs -->
+
== Stats Nav Test ==
<Defs>
+
<div class="mw-collapsible">
 +
=== All 230 Stats ===
 +
<div class="mw-collapsible-content">
 +
<!-- 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 -->
 +
;[[Capacity|Capacities]]
 +
:[[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]]
  
  <AbilityDef Name="PsycastBase" Abstract="{{Good|True}}">
+
<!-- 242 StatDefs: 230 Stats, 12 Bases, 233 defNames -->
    '''Ability Class:''' Psycast<abilityClass/><br />
+
;Basics - <small>Important</small><!--{1} 3 StatDefs
    '''Category:''' Psychic<category/><br />
+
-->
    # '''''Stat Bases:'''''<br /><br />
+
:[[Honor Value]] {{RoyaltyIcon}}<!--{2508}
      '''Ability Duration:''' 0<Ability_Duration/><br />
+
--> &bull; [[Market Value]]<!--{ParentName="MarketValueBase", 2510}
    <br /><br /><!---->
+
--> &bull; [[Market Value Ignoring Hitpoints]]<!--{ParentName="MarketValueBase", 2510, Always Hide}
    <warmupSound>PsycastCastLoop</warmupSound>
+
-->
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastPsycast<verbClass/><br />
 
      '''Range:''' 24.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
        '''Thing Category:''' Item<thingCategory/><br />
 
        '''Map Object Targets Must Be Auto Attackable:''' {{Bad|False}}<mapObjectTargetsMustBeAutoAttackable/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef Abstract="{{Good|True}}" Name="SpeechBase">
+
;Basics - <small>Non Pawn Important</small><!--{2} 4 StatDefs
    <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
+
-->
    '''Hot Key:''' Misc12<hotKey/><br />
+
:[[Nutrition]]<!--{3000}
    <gizmoClass>Command_AbilitySpeech</gizmoClass>
+
--> &bull; [[Medical Potency]]<!--{4000}
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
+
--> &bull; [[Medical Tend Quality Maximum]]<!--{4010}
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
+
--> &bull; [[Max Hit Points]]<!--{99997}
    '''Target Required:''' {{Bad|False}}<targetRequired/><br />
+
-->
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' -1<range/><br />
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityRequiresCapacity">
 
        <capacity>Talking</capacity>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef Name="AbilityTouchBase" Abstract="{{Good|True}}">
+
;Basics - <small>Basics</small><!--{10} 9 StatDefs
    '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
+
-->
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
+
:[[Mass]]<!--{1500}
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
+
--> &bull; [[Flammability]]<!--{3000}
    <jobDef>CastAbilityOnThingMelee</jobDef>
+
--> &bull; [[Psychic Sensitivity Factor]]<!--{3500}
  </AbilityDef><br />
+
--> &bull; [[Psychic Sensitivity Offset]]<!--{3500}
 +
--> &bull; [[Neural Heat Limit Offset]]<!--{May Require Any Of: Royalty, Biotech; 3525}
 +
--> &bull; [[Neural Heat Recovery Rate Offset]]<!--{May Require Any Of: Royalty, Biotech; 3550}
 +
--> &bull; [[Slave Suppression Offset]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Terror (Source)]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Max Install Count]] {{BiotechIcon}}<!--{4020, For Information Only}
 +
-->
  
</Defs>
+
;Basics - <small>[[Pawn]]</small><!--{11} 38 StatDefs
<!-- Royalty AbilityCategores -->
+
-->
<Defs>
+
:[[Fertility]] {{BiotechIcon}}<!--{-}
 
+
--> &bull; [[Hemogen Gain Multiplier]] {{BiotechIcon}}<!--{-}
  <AbilityCategoryDef>
+
--> &bull; [[Recreation Fall Rate]]<!--{-}
    '''Def Name:''' WordOf<br id="defName" />
+
--> &bull; [[Sleep Fall Rate]]<!--{-}
    <displayOrder>0</displayOrder>
+
--> &bull; [[Eating Speed]]<!--{1000}
  </AbilityCategoryDef><br />
+
--> &bull; [[Foraged Food Amount]]<!--{1000}
 +
--> &bull; [[Raw Nutrition Multiplier]] {{BiotechIcon}}<!--{1001}
 +
--> &bull; [[Learning Rate Factor]] {{BiotechIcon}}<!--{1350}
 +
--> &bull; [[Minimum Handling Skill]]<!--{1500}
 +
--> &bull; [[Ideoligion Spread Chance]] {{IdeologyIcon}}<!--{1899}
 +
--> &bull; [[Global Certainty Loss Factor]] {{IdeologyIcon}}<!--{1900}
 +
--> &bull; [[Mental Break Threshold]]<!--{2000}
 +
--> &bull; [[Immunity Gain Speed]]<!--{2000}
 +
--> &bull; [[Pain Shock Threshold]]<!--{2000}
 +
--> &bull; [[Lifespan Factor]]<!--{2000}
 +
--> &bull; [[Minimum Comfortable Temperature]]<!--{2010}
 +
--> &bull; [[Maximum Comfortable Temperature]]<!--{2010}
 +
--> &bull; [[Cancer Rate Factor]] {{BiotechIcon}}<!--{2100}
 +
--> &bull; [[Injury Healing Factor]]<!--{2201}
 +
--> &bull; [[Caravan Riding Speed]]<!--{2203}
 +
--> &bull; [[Carrying Capacity]]<!--{2203}
 +
--> &bull; [[Filth Rate]]<!--{2205}
 +
--> &bull; [[Crawl Speed]]<!--{2499}
 +
--> &bull; [[Move Speed]]<!--{2500}
 +
--> &bull; [[Max Nutrition]]<!--{2501}
 +
--> &bull; [[Rest Rate Multiplier]]<!--{2501}
 +
--> &bull; [[Toxic Environment Resistance]]<!--{3450}
 +
--> &bull; [[Toxic Resistance]]<!--{3451}
 +
--> &bull; [[Animals Learning Factor]]<!--{3500}
 +
--> &bull; [[Global Learning Factor]]<!--{3500}
 +
--> &bull; [[Neural Heat Limit]]<!--{May Require Any Of: Royalty, Biotech; 3500}
 +
--> &bull; [[Psychic Sensitivity]]<!--{3500}
 +
--> &bull; [[Leather Amount]]<!--{3551}
 +
--> &bull; [[Meat Amount]]<!--{3552}
 +
--> &bull; [[Terror]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Neural Heat Gain (Factor)]] {{RoyaltyIcon}}<!--{4000}
 +
--> &bull; [[Neural Heat Recovery Rate]]<!--{4000}
 +
--> &bull; [[Meditation Psyfocus Gain]]<!--{ParentName="MeditationFocusBase", May Require Any Of: Royalty, Biotech; 4010}
 +
-->
  
  <AbilityCategoryDef>
+
;Basics - <small>Non Pawn</small><!--{12} 11 StatDefs
    '''Def Name:''' Psychic<br id="defName" />
+
-->
    <displayOrder>1</displayOrder>
+
:[[Construction Speed (Material Factor)]]<!--{2500}
  </AbilityCategoryDef><br />
+
--> &bull; [[Deterioration Rate]]<!--{2500}
 +
--> &bull; [[Sell Price Multiplier]]<!--{2509}
 +
--> &bull; [[Beauty]]<!--{3000}
 +
--> &bull; [[Outdoor Beauty]]<!--{ParentName="Beauty", 3000}
 +
--> &bull; [[Cleanliness]]<!--{3000}
 +
--> &bull; [[Comfort]]<!--{3000}
 +
--> &bull; [[Work To Make]]<!--{3100}
 +
--> &bull; [[Food Poison Chance (Food Stat)]]<!--{4000}
 +
--> &bull; [[Shooting Accuracy (Turrets)]]<!--{4000}
 +
--> &bull; [[Style Dominance]] {{IdeologyIcon}}<!--{6000}
 +
-->
  
  <AbilityCategoryDef>
+
;[[Mechanoid]]<!--{13} 6 StatDefs
    '''Def Name:''' Skip<br id="defName" />
+
-->
    <displayOrder>2</displayOrder>
+
:[[Bandwidth Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
  </AbilityCategoryDef><br />
+
--> &bull; [[Energy Usage Multiplier]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
 
+
--> &bull; [[Wastepacks Per Recharge]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
</Defs>
+
--> &bull; [[Control Taking Time]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2010}
<!-- Royalty Abilities -->
+
--> &bull; [[Repair Energy Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2020}
<Defs>
+
--> &bull; [[EMP Resistance]]<!--{ParentName="MechStatBase", May Require Any Of: Biotech, Anomaly; 2030}
 +
-->
  
 +
;[[Meditation]]<!--{13} 2 StatDefs
 +
-->
 +
:[[Meditation Plant Growth Offset]] {{RoyaltyIcon}}<!--{4000}
 +
--> &bull; [[Meditation Psyfocus Bonus]]<!--{ParentName="MeditationFocusBase", 4010}
 +
-->
 +
 +
;[[Terrain]]<!--{13} 2 StatDefs
 +
-->
 +
:[[Cleaning Time Multiplier]]<!--{-}
 +
--> &bull; [[Filth Multiplier]]<!--{-}
 +
-->
  
  <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="{{Good|True}}">
+
;[[Apparel]]<!--{30} 13 StatDefs
    '''Category:''' Skip<category/><br />
+
-->
  </AbilityDef><br />
+
:[[Armor - Material effect multiplier]]<!--{1, Always Hide}
 
+
--> &bull; [[Insulation - Cold - Material effect multiplier]]<!--{2, Always Hide}
  <AbilityDef ParentName="PsycastBase">
+
--> &bull; [[Insulation - Heat - Material effect multiplier]]<!--{3, Always Hide}
    '''Def Name:''' Painblock<br id="defName" />
+
--> &bull; [[Equip Delay]]<!--{50}
    '''Label:''' painblock<br id="label" />
+
--> &bull; [[Effect Radius]]<!--{60}
    '''Description:''' Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them.<br id="description" />
+
--> &bull; [[Jump Range]] {{RoyaltyIcon}}<!--{60}
    '''Level:''' 1<level/><br />
+
--> &bull; [[Shield Recharge Rate]]<!--{69}
    <iconPath>UI/Abilities/Painblock</iconPath>
+
--> &bull; [[Shield Max Energy]]<!--{70}
    '''Hot Key:''' Misc1<hotKey/><br />
+
--> &bull; [[Insulation - Heat]]<!--{ParentName="InsulationBase", 89}
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
--> &bull; [[Insulation - Cold]]<!--{ParentName="InsulationBase", 90}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Armor - Heat]]<!--{ParentName="ArmorRatingBase", 98}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Armor - Blunt]]<!--{ParentName="ArmorRatingBase", 99}
      '''Ability Entropy Gain:'''8<Ability_EntropyGain/><br />
+
--> &bull; [[Armor - Sharp]]<!--{ParentName="ArmorRatingBase", 100}
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
+
-->
      '''Ability Duration:''' 120<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicAnesthesia<hediffDef/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        <applicableToMechs>{{Bad|False}}</applicableToMechs>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Weapon]] ([[Ranged weapons|Ranged]])<!--{44} 6 StatDefs
    '''Def Name:''' Stun<br id="defName" />
+
-->
    '''Label:''' stun<br id="label" />
+
:[[Damage Multiplier]]<!--{5105}
    '''Description:''' Momentarily disrupt motor function in the target's brain, preventing any movement.<br id="description" />
+
--> &bull; [[Ranged Cooldown]]<!--{5106}
    '''Level:''' 1<level/><br />
+
--> &bull; [[Accuracy (Long)]]<!--{ParentName="AccuracyBase", 5107}
    <iconPath>UI/Abilities/Stun</iconPath>
+
--> &bull; [[Accuracy (Medium)]]<!--{ParentName="AccuracyBase", 5108}
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
--> &bull; [[Accuracy (Short)]]<!--{ParentName="AccuracyBase", 5109}
    '''Hot Key:''' Misc3<hotKey/><br />
+
--> &bull; [[Accuracy (Close)]]<!--{ParentName="AccuracyBase", 5110}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
-->
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''12<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 3<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityEffectWithDuration">
 
        '''Comp Class:''' CompAbilityEffect_Stun<br id="compClass" />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Weapon]] ([[Melee weapons|Melee]])<!--{48} 3 StatDefs
    '''Def Name:''' Burden<br id="defName" />
+
-->
    '''Label:''' burden<br id="label" />
+
:[[Melee Damage Multiplier]]<!--{5008}
    '''Description:''' Slow the target for a short time by suppressing motor activity in the brain.<br id="description" />
+
--> &bull; [[Melee Weapon Average Armor Penetration]]<!--{5009, For Information Only}
    '''Level:''' 1<level/><br />
+
--> &bull; [[Melee Damage Per Second]]<!--{5010, For Information Only}
    <iconPath>UI/Abilities/Burden</iconPath>
+
-->
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc4<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''8<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 20<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 29.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicBurden<hediffDef/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Building]]<!--{50} 20 StatDefs
    '''Def Name:''' BlindingPulse<br id="defName" />
+
-->
    '''Label:''' blinding pulse<br id="label" />
+
:[[Research Speed Factor]]<!--{1000}
    '''Description:''' Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.<br id="description" />
+
--> &bull; [[Max Power Output]]<!--{1000}
    '''Level:''' 2<level/><br />
+
--> &bull; [[Work Speed Factor (Gene Assembly)]] {{BiotechIcon}}<!--{1000}
    <iconPath>UI/Abilities/BlindingPulse</iconPath>
+
--> &bull; [[Medical Tend Quality Offset]]<!--{2000}
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
--> &bull; [[Work Speed Factor]]<!--{3000}
    '''Hot Key:''' Misc5<hotKey/><br />
+
--> &bull; [[Work Efficiency Factor]]<!--{3000}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Work To Build]]<!--{3101}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Door Opening Speed]]<!--{3102}
      '''Ability Entropy Gain:'''20<Ability_EntropyGain/><br />
+
--> &bull; [[Rest Effectiveness]]<!--{4000}
      '''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
+
--> &bull; [[Immunity Gain Speed Factor]]<!--{4000}
      '''Ability Duration:''' 30<Ability_Duration/><br />
+
--> &bull; [[Recreation Power]]<!--{4010}
      '''Ability Effect Radius:''' 3.9<Ability_EffectRadius/><br />
+
--> &bull; [[Baby Play Power]] {{BiotechIcon}}<!--{4020}
    <br /><br /><!---->
+
--> &bull; [[Biosculpter Pod Speed Factor]] {{IdeologyIcon}}<!--{4100}
    # '''''Verb Properties:'''''<br /><br />
+
--> &bull; [[Surgery Success Chance Factor]]<!--{4100}
      '''Warmup Time:''' 1<warmupTime/><br />
+
--> &bull; [[Birth Quality Offset]] {{BiotechIcon}} <!--{4110}
      '''Range:''' 24.9<range/><br />
+
--> &bull; [[Genetic Complexity Increase]] {{BiotechIcon}}<!--{4200, Always Hide}
      # '''''Target Params:'''''<br /><br />
+
--> &bull; [[Reading Bonus]]<!--{4200}
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
+
--> &bull; [[Trap Spring Chance]]<!--{5000}
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
--> &bull; [[Trap Melee Damage]]<!--{5001}
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
+
-->
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicBlindness<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
        <applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <!--?-->
+
;Ability<!--{60} 9 StatDefs
  <AbilityDef ParentName="PsycastBase">
+
-->
    '''Def Name:''' EntropyLink<br id="defName" />
+
:[[Detection Chance]]<!--{996}
    '''Label:''' entropy link<br id="label" />
+
--> &bull; [[Goodwill Impact]]<!--{997}
    '''Description:''' Form a psychic link between caster and target, so that gain and loss of neural heat is shared between both equally. The link lasts for some time, but will break if the two move far apart.<br id="description" />
+
--> &bull; [[Effect Radius]]<!--{998}
    '''Level:''' 2<level/><br />
+
--> &bull; [[Duration]]<!--{999}
    <iconPath>UI/Abilities/EntropyLink</iconPath>
+
--> &bull; [[Range]]<!--{1001}
    '''Hot Key:''' Misc12<hotKey/><br />
+
--> &bull; [[Psyfocus Cost]]<!--{1002}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Neural Heat Gain]]<!--{1003}
      '''Ability Entropy Gain:'''10<Ability_EntropyGain/><br />
+
--> &bull; [[Casting Time]]<!--{1004}
      '''Ability Duration:''' 120<Ability_Duration/><br />
+
--> &bull; [[Psylink Level]]<!--{1005}
    <br /><br /><!---->
+
-->
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 14.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        <onlyTargetControlledPawns>{{Good|True}}</onlyTargetControlledPawns>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' EntropyLink<hediffDef/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        <applyToSelf>{{Good|True}}</applyToSelf>
 
        <replaceExisting>{{Good|True}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  <!--?-->
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Stuff]] Stat Factors (Multipliers when made of this) <!--{74} 8 StatDefs
    '''Def Name:''' EntropyDump<br id="defName" />
+
-->
    '''Label:''' neural heat dump<br id="label" />
+
:[[Melee Cooldown]]<!--{4504}
    '''Description:''' Instantly dump all your neural heat into someone else. As a side-effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted.<br id="description" />
+
--> &bull; [[Sharp Damage]]<!--{4505}
    '''Level:''' 2<level/><br />
+
--> &bull; [[Blunt Damage]]<!--{4506}
    <iconPath>UI/Abilities/EntropyDump</iconPath>
+
--> &bull; [[Insulation - Heat (material factor)]]<!--{4506}
    '''Hot Key:''' Misc12<hotKey/><br />
+
--> &bull; [[Insulation - Cold (material factor)]]<!--{4507}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Armor - Heat (material factor)]]<!--{4508}
      '''Ability Entropy Gain:'''0<Ability_EntropyGain/><br />
+
--> &bull; [[Armor - Blunt (material factor)]]<!--{4509}
      '''Ability Duration:''' 1000<Ability_Duration/><br />
+
--> &bull; [[Armor - Sharp (material factor)]]<!--{4510}
    <br /><br /><!---->
+
-->
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Only Target Colonists:''' {{Good|True}}<onlyTargetColonists/><br />
 
        '''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicComa<hediffDef/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityTransferEntropy">
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        <targetReceivesEntropy>{{Bad|False}}</targetReceivesEntropy>
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Mechanitor]] {{BiotechIcon}}<!--{105} 9 StatDefs
    '''Def Name:''' Beckon<br id="defName" />
+
-->
    '''Label:''' beckon<br id="label" />
+
:[[Mech Bandwidth]]<!--{ParentName="MechanitorStatBase", 2000}
    '''Description:''' Psychically command the target to approach the caster.<br id="description" />
+
--> &bull; [[Mech Control Groups]]<!--{ParentName="MechanitorStatBase", 2000}
    '''Level:''' 3<level/><br />
+
--> &bull; [[Mech Gestation Speed]]<!--{ParentName="MechanitorStatBase", 2000}
    <iconPath>UI/Abilities/Beckon</iconPath>
+
--> &bull; [[Mech Remote Repair Distance]]<!--{ParentName="MechanitorStatBase", 2000}
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
--> &bull; [[Mech Remote Shield Distance]]<!--{ParentName="MechanitorStatBase", 2000}
    '''Hot Key:''' Misc6<hotKey/><br />
+
--> &bull; [[Mech Remote Shield Energy]]<!--{ParentName="MechanitorStatBase", 2000}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Mech Repair Speed]]<!--{ParentName="MechanitorStatBase", 2000}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Subcore Encoding Speed]]<!--{ParentName="MechanitorStatBase", 2000}
      '''Ability Entropy Gain:'''20<Ability_EntropyGain/><br />
+
--> &bull; [[Mech Work Speed Offset]]<!--{5000}
      '''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
+
-->
      '''Ability Duration:''' 8<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        '''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class ="CompProperties_AbilityForceJob">
 
        '''Comp Class:''' CompAbilityEffect_ForceJob<br id="compClass" />
 
        <jobDef>GotoMindControlled</jobDef>
 
        <destination>Caster</destination>
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Pawn]] - <small>Combat</small><!--{110} 31 StatDefs
    '''Def Name:''' VertigoPulse<br id="defName" />
+
-->
    '''Label:''' vertigo pulse<br id="label" />
+
:[[Stagger Time Multiplier]]<!--{1200}
    '''Description:''' Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well.<br id="description" />
+
--> &bull; [[Ranged Cooldown Multiplier]]<!--{1205}
    '''Level:''' 3<level/><br />
+
--> &bull; [[Aiming Time]]<!--{4040}
    <iconPath>UI/Abilities/NauseaPulse</iconPath>
+
--> &bull; [[Pawn Trap Spring Chance]]<!--{4047}
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
--> &bull; [[Incoming Damage Multiplier]]<!--{4048}
    '''Hot Key:''' Misc7<hotKey/><br />
+
--> &bull; [[Accuracy Factor (Long)]]<!--{ParentName="ShootingAccuracyFactorBase", 4046}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Accuracy Factor (Medium)]]<!--{ParentName="ShootingAccuracyFactorBase", 4047}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Accuracy Factor (Short)]]<!--{ParentName="ShootingAccuracyFactorBase", 4048}
      '''Ability Entropy Gain:'''30<Ability_EntropyGain/><br />
+
--> &bull; [[Accuracy Factor (Close)]]<!--{ParentName="ShootingAccuracyFactorBase", 4049}
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
+
--> &bull; [[Shooting Accuracy (People)]]<!--{4050}
      '''Ability Duration:''' 20<Ability_Duration/><br />
+
--> &bull; [[Mortar Miss Radius Multiplier]]<!--{4060}
      '''Ability Effect Radius:''' 3.9<Ability_EffectRadius/><br />
+
--> &bull; [[Melee Armor Penetration]]<!--{4100, For Information Only}
    <br /><br /><!---->
+
--> &bull; [[Melee Dodge Chance]]<!--{4100}
    # '''''Verb Properties:'''''<br /><br />
+
--> &bull; [[Melee Hit Chance]]<!--{4100}
      '''Warmup Time:''' 1<warmupTime/><br />
+
--> &bull; [[Melee Door Damage Factor]] {{BiotechIcon}}<!--{5000}
      '''Range:''' 24.9<range/><br />
+
--> &bull; [[Melee DPS]]<!--{5100, For Information Only}
      # '''''Target Params:'''''<br /><br />
+
--> &bull; [[Melee Damage Factor]]<!--{5200}
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
+
--> &bull; [[Melee Cooldown]]<!--{5201}
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
--> &bull; [[Shooting Accuracy Multiplier (Child)]] {{BiotechIcon}}<!--{-, Always Hide}
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
+
--> &bull; [[Melee Dodge Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
      <br /><br /><!---->
+
--> &bull; [[Melee Dodge Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
    <br /><br /><!---->
+
--> &bull; [[Melee Dodge Chance Outdoors Night]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
    <comps>
+
--> &bull; [[Melee Dodge Chance Outdoors Day]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
      <li Class = "CompProperties_AbilityGiveHediff">
+
--> &bull; [[Melee Hit Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
+
--> &bull; [[Melee Hit Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        '''Hediff Def:''' PsychicVertigo<hediffDef/><br />
+
--> &bull; [[Melee Hit Chance Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
+
--> &bull; [[Melee Hit Chance Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        '''Psychic:''' {{Good|True}}<psychic/><br />
+
--> &bull; [[Shooting Accuracy Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
+
--> &bull; [[Shooting Accuracy Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
        <applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
+
--> &bull; [[Shooting Accuracy Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
      </li><br />
+
--> &bull; [[Shooting Accuracy Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
      <li Class="CompProperties_AbilityFleckOnTarget">
+
-->
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef ParentName="PsycastBaseSkip">
 
    '''Def Name:''' ChaosSkip<br id="defName" />
 
    '''Label:''' chaos skip<br id="label" />
 
    '''Description:''' Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported.<br id="description" />
 
    '''Level:''' 3<level/><br />
 
    <iconPath>UI/Abilities/SkipChaos</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc8<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''18<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        <canTargetItems>{{Good|True}}</canTargetItems>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityTeleport">
 
        '''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
        <destination>RandomInRange</destination>
 
        <randomRange>6.9~24.9</randomRange>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
        <destClamorType>Ability</destClamorType>
 
        <destClamorRadius>10</destClamorRadius>
 
        <stunTicks>70~120</stunTicks>
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
        <applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;[[Pawn]] - <small>Social</small><!--{120} 13 StatDefs
    '''Def Name:''' Skip<br id="defName" />
+
-->
    '''Label:''' skip<br id="label" />
+
:[[Suppression Power]] {{IdeologyIcon}}<!--{-}
    '''Description:''' Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.<br id="description" />
+
--> &bull; [[Bond Chance Factor]]<!--{1890}
    '''Level:''' 4<level/><br />
+
--> &bull; [[Train Animal Chance]]<!--{1900}
    <iconPath>UI/Abilities/Skip</iconPath>
+
--> &bull; [[Conversion Power]] {{IdeologyIcon}}<!--{1901}
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
--> &bull; [[Tame Animal Chance]]<!--{1901}
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
+
--> &bull; [[Arrest Success Chance]]<!--{2000}
    '''Hot Key:''' Misc9<hotKey/><br />
+
--> &bull; [[Pawn Beauty]]<!--{2000}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Social Impact]]<!--{2000}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Slave Suppression Fall Rate]] {{IdeologyIcon}}<!--{2200}
      '''Ability Entropy Gain:'''25<Ability_EntropyGain/><br />
+
--> &bull; [[Drug Sell Price Improvement]]<!--{2560}
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
+
--> &bull; [[Animal Products Price Improvement]] {{IdeologyIcon}}<!--{2570}
    <br /><br /><!---->
+
--> &bull; [[Trade Price Improvement]]<!--{2599}
    # '''''Verb Properties:'''''<br /><br />
+
--> &bull; [[Negotiation Ability]]<!--{2600}
      '''Warmup Time:''' 0.25<warmupTime/><br />
+
-->
      '''Range:''' 27.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        <canTargetItems>{{Good|True}}</canTargetItems>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityTeleport">
 
        '''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
        <destination>Selected</destination>
 
        <requiresLineOfSight>{{Good|True}}</requiresLineOfSight>
 
        '''Range:''' 27.9<range/><br />
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
        <destClamorType>Ability</destClamorType>
 
        <destClamorRadius>10</destClamorRadius>
 
        <stunTicks>18~60</stunTicks>
 
        '''Goodwill Impact:''' -15<goodwillImpact/><br />
 
        <applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef ParentName="PsycastBaseSkip">
 
    '''Def Name:''' Wallraise<br id="defName" />
 
    '''Label:''' wallraise<br id="label" />
 
    '''Description:''' Form a temporary wall by skipping rubble and soil up from deep under the ground.<br id="description" />
 
    '''Level:''' 4<level/><br />
 
    <iconPath>UI/Abilities/Wallraise</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc10<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''35<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityWallraise">
 
        '''Comp Class:''' CompAbilityEffect_Wallraise<br id="compClass" />
 
        <pattern>
 
          <li>(0, 0)</li><br />
 
          <li>(1, 0)</li><br />
 
          <li>(-1, 0)</li><br />
 
          <li>(0, 1)</li><br />
 
          <li>(0, -1)</li><br />
 
        </pattern>
 
        <screenShakeIntensity>1.0</screenShakeIntensity>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>25</clamorRadius>
 
        <sound>PsycastWallraise</sound>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>Skip_Exit</effecterDef>
 
        <maintainForTicks>60</maintainForTicks>
 
        <scale>1.55</scale>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDefs>
 
          <li>PsycastSkipInnerExit</li><br />
 
          <li>PsycastSkipOuterRingExit</li><br />
 
        </fleckDefs>
 
        <scale>1.55</scale>
 
        <sound>Psycast_Skip_Exit</sound>
 
        <preCastTicks>5</preCastTicks>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;[[Pawn]] - <small>Misc</small><!--{130} 2 StatDefs
    '''Def Name:''' Smokepop<br id="defName" />
+
-->
    '''Label:''' smokepop<br id="label" />
+
:[[Growth Vat Occupant Speed]] {{BiotechIcon}}<!--{1850}
    '''Description:''' Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.<br id="description" />
+
--> &bull; [[Biosculpter Occupant Speed]] {{IdeologyIcon}}<!--{1900}
    '''Level:''' 4<level/><br />
+
-->
    <iconPath>UI/Abilities/Smokepop</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc10<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''30<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilitySmokepop">
 
        <smokeRadius>3.5</smokeRadius>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>15</clamorRadius>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>Skip_Exit</effecterDef>
 
        <maintainForTicks>60</maintainForTicks>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDefs>
 
          <li>PsycastSkipInnerExit</li><br />
 
          <li>PsycastSkipOuterRingExit</li><br />
 
        </fleckDefs>
 
        <sound>Psycast_Skip_Exit</sound>
 
        <preCastTicks>5</preCastTicks>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Pawn]] - <small>Work</small><!--{140} 36 StatDefs
    '''Def Name:''' Focus<br id="defName" />
+
-->
    '''Label:''' focus<br id="label" />
+
:[[Pruning Speed]] {{IdeologyIcon}}<!--{-}
    '''Description:''' Psychically focus the target's mind, boosting their sight, hearing and moving capacities.<br id="description" />
+
--> &bull; [[Activity Suppression Speed]] {{AnomalyIcon}}<!--{209}
    '''Level:''' 4<level/><br />
+
--> &bull; [[Study Efficiency]] {{AnomalyIcon}}<!--{210}
    <iconPath>UI/Abilities/Focus</iconPath>
+
--> &bull; [[Entity Study Rate]] {{AnomalyIcon}}<!--{ParentName="IntellectualSkillBase", 211}
    '''Hot Key:''' Misc11<hotKey/><br />
+
--> &bull; [[Cleaning Speed Multiplier]]<!--{2500}
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
--> &bull; [[Butchery Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
    # '''''Stat Bases:'''''<br /><br />
+
--> &bull; [[Mechanoid Shredding Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
      '''Ability Entropy Gain:'''15<Ability_EntropyGain/><br />
+
--> &bull; [[Hunting Stealth]]<!--{4500}
      '''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
+
--> &bull; [[Research Speed]]<!--{ParentName="IntellectualSkillBase", 4500}
      '''Ability Duration:''' 60<Ability_Duration/><br />
+
--> &bull; [[Smelting Speed]]<!--{4500}
    <br /><br /><!---->
+
--> &bull; [[Smoothing Speed]]<!--{4500}
    # '''''Verb Properties:'''''<br /><br />
+
--> &bull; [[Animal Gather Speed]]<!--{4501}
      '''Warmup Time:''' 0.25<warmupTime/><br />
+
--> &bull; [[Animal Gather Yield]]<!--{4502}
      '''Range:''' 27.9<range/><br />
+
--> &bull; [[Hacking Speed]] {{IdeologyIcon}}<!--{4510}
      # '''''Target Params:'''''<br /><br />
+
--> &bull; [[Drug Cooking Speed]]<!--{4510}
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
+
--> &bull; [[Drug Synthesis Speed]]<!--{4511}
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
--> &bull; [[Butchery Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
      <br /><br /><!---->
+
--> &bull; [[Mechanoid Shredding Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
    <br /><br /><!---->
+
--> &bull; [[Cooking Speed]]<!--{4541}
    <comps>
+
--> &bull; [[Food Poison Chance (Chance to poison a meal)]]<!--{4542}
      <li Class = "CompProperties_AbilityGiveHediff">
+
--> &bull; [[Plant Work Speed]]<!--{4550}
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
+
--> &bull; [[Plant Harvest Yield]]<!--{4551}
        '''Hediff Def:''' PsychicFocus<hediffDef/><br />
+
--> &bull; [[Drug Crop Harvest Yield]]<!--{4552}
        <onlyBrain>{{Good|True}}</onlyBrain>
+
--> &bull; [[Reading Speed]]<!--{4600}
        '''Psychic:''' {{Good|True}}<psychic/><br />
+
--> &bull; [[Repair Success Chance]]<!--{4600}
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
+
--> &bull; [[Construct Success Chance]]<!--{4601}
      </li><br />
+
--> &bull; [[Construction Speed]]<!--{4602}
      <li Class="CompProperties_AbilityFleckOnTarget">
+
--> &bull; [[Medical Tend Speed]]<!--{4650}
        <fleckDef>PsycastPsychicEffect</fleckDef>
+
--> &bull; [[Medical Tend Quality]]<!--{4651}
      </li><br />
+
--> &bull; [[Medical Operation Speed]]<!--{4652}
    </comps><br />
+
--> &bull; [[Medical Surgery Success Chance]]<!--{4653}
  </AbilityDef><br />
+
--> &bull; [[Mining Speed]]<!--{4900}
 +
--> &bull; [[Deep Drilling Speed]]<!--{4901}
 +
--> &bull; [[Mining Yield]]<!--{4902}
 +
--> &bull; [[General Labor Speed]]<!--{4999}
 +
--> &bull; [[Global Work Speed]]<!--{5000}
 +
-->
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Psychic rituals|Psychic Ritual]] {{AnomalyIcon}}<!--{500} 2 StatDefs
    '''Def Name:''' Berserk<br id="defName" />
+
-->
    '''Label:''' berserk<br id="label" />
+
:[[Psychic Ritual Quality]]<!--{-}
    '''Description:''' Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.<br id="description" />
+
--> &bull; [[Psychic Ritual Quality Offset]]<!--{-}
    '''Level:''' 5<level/><br />
+
-->
    <iconPath>UI/Abilities/Berserk</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''40<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 15<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        '''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' Berserk<stateDef/><br />
 
        <stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        <canTargetBosses>{{Bad|false}}</canTargetBosses>
 
        '''Goodwill Impact:''' -75<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;[[Containment]] {{AnomalyIcon}}<!--{600} 3 StatDefs
    '''Def Name:''' Invisibility<br id="defName" />
+
-->
    '''Label:''' invisibility<br id="label" />
+
:[[Cold Containment Bonus]]<!--{-}
    '''Description:''' Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time.<br id="description" />
+
--> &bull; [[Containment Strength]]<!--{-}
    '''Level:''' 5<level/><br />
+
--> &bull; [[Minimum Containment Strength]]<!--{9999}
    <iconPath>UI/Abilities/Invisibility</iconPath>
+
-->
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''45<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 15<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      <onlyManualCast>{{Good|True}}</onlyManualCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicInvisibility<hediffDef/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
   
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;Hidden<!--{-} Not a game defined category, 1 StatDef
    '''Def Name:''' BerserkPulse<br id="defName" />
+
-->
    '''Label:''' berserk pulse<br id="label" />
+
:[[Bed Hunger Rate Multiplier]]<!--{-, Always Hide}
    '''Description:''' Generate an overwhelming rush of undirected rage in everyone near the target point.<br id="description" />
+
-->
    '''Level:''' 6<level/><br />
 
    <iconPath>UI/Abilities/BerserkPulse</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.06<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 10<Ability_Duration/><br />
 
      '''Ability Effect Radius:''' 2.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 14.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' Berserk<stateDef/><br />
 
        <stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        <canTargetBosses>{{Bad|false}}</canTargetBosses>
 
        '''Goodwill Impact:''' -75<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
</div>
    '''Def Name:''' ManhunterPulse<br id="defName" />
+
</div>
    '''Label:''' manhunter pulse<br id="label" />
 
    '''Description:''' Drive nearby animals into a manhunting rage using a psychic pulse.<br id="description" />
 
    '''Level:''' 6<level/><br />
 
    <iconPath>UI/Abilities/AnimalBerserkPulse</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''50<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 60<Ability_Duration/><br />
 
      '''Ability Effect Radius:''' 27.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 34.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Humans:''' {{Bad|False}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Bad|False}}<canTargetMechs/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' Manhunter<stateDef/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        '''Goodwill Impact:''' -75<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
<div class="mw-collapsible">
    '''Def Name:''' MassChaosSkip<br id="defName" />
 
    '''Label:''' mass chaos skip<br id="label" />
 
    '''Description:''' Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.<br id="description" />
 
    '''Level:''' 6<level/><br />
 
    <iconPath>UI/Abilities/SkipChaosMass</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''40<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 7.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityTeleport">
 
        '''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
        <destination>RandomInRange</destination>
 
        <randomRange>6.9~24.9</randomRange>
 
        <requiresLineOfSight>{{Good|True}}</requiresLineOfSight>
 
        '''Goodwill Impact:''' -5<goodwillImpact/><br />
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>25</clamorRadius>
 
        <stunTicks>70~120</stunTicks>
 
        <applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef ParentName="PsycastBaseSkip">
 
    '''Def Name:''' Waterskip<br id="defName" />
 
    '''Label:''' waterskip<br id="label" />
 
    '''Description:''' Douse a target area in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers.<br id="description" />
 
    '''Level:''' 2<level/><br />
 
    <iconPath>UI/Abilities/Waterskip</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''25<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.015<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 1.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class = "CompProperties_AbilityWaterskip">
 
        <screenShakeIntensity>0.5</screenShakeIntensity>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>Skip_Exit</effecterDef>
 
        <maintainForTicks>60</maintainForTicks>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDefs>
 
          <li>PsycastSkipInnerExit</li><br />
 
          <li>PsycastSkipOuterRingExit</li><br />
 
        </fleckDefs>
 
        <sound>Psycast_Skip_Exit</sound>
 
        <preCastTicks>5</preCastTicks>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
=== Stats Ask Query ===
    '''Def Name:''' Flashstorm<br id="defName" />
+
<div class="mw-collapsible-content">
    '''Label:''' flashstorm<br id="label" />
+
;Basics - <small>Important</small>
    '''Description:''' Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.<br id="description" />
+
:{{#ask:
    '''Level:''' 5<level/><br />
+
[[Category:Stats - Basics Important]]
    <iconPath>UI/Abilities/Flashstorm</iconPath>
+
| sep = &#32;&bull;&#32;
    <writeCombatLog>{{Good|True}}</writeCombatLog>
+
}}
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 13.9<Ability_EffectRadius/><br />
 
      '''Ability Duration:''' 164<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityFlashstorm">
 
        '''Goodwill Impact:''' -35<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>FlashstormAreaEffect</fleckDef>
 
        <sound>Psycast_Skip_Exit</sound>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;Basics - <small>Non Pawn Important</small>
    '''Def Name:''' BulletShield<br id="defName" />
+
:{{#ask:
    '''Label:''' skipshield<br id="label" />
+
[[Category:Stats - Basics Non Pawn Important]]
    '''Description:''' Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. The process is forceful enough to detonate explosive projectiles. People and items are not affected.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 6<level/><br />
+
}}
    <iconPath>UI/Abilities/BulletShield</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 4.9<Ability_EffectRadius/><br />
 
      '''Ability Duration:''' 15<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySpawn">
 
        <thingDef>BulletShieldPsychic</thingDef>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>BulletShieldAreaEffect</fleckDef>
 
        <sound>Psycast_Skip_Exit</sound>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <!-- Title related abilities -->
+
;Basics
 +
:{{#ask:
 +
[[Category:Stats - Basics]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
  <AbilityDef ParentName="SpeechBase">
+
;Basics - <small>Pawn</small>
    '''Def Name:''' Speech<br id="defName" />
+
:{{#ask:
    '''Label:''' throne speech<br id="label" />
+
[[Category:Stats - Pawn]]
    '''Description:''' Initiate a speech from the throne. All colonists will come and listen. If it goes well, listeners will feel inspired, and gain respect for the speaker. If it goes poorly, the speech will do social damage. The outcome depends on the speaker's social abilities.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
+
}}
    <hasExternallyHandledCooldown>{{Good|true}}</hasExternallyHandledCooldown> <!-- Cooldown handled by RoyalTitleDef.speechCooldown in RitualOutcomeEffectWorker_Speech -->
 
    <comps>
 
      <li Class="CompProperties_AbilityStartRitual">
 
        <ritualDef>ThroneSpeech</ritualDef>
 
        <allowedForChild>{{Bad|false}}</allowedForChild>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
 +
;Basics - <small>Non Pawn</small>
 +
:{{#ask:
 +
[[Category:Stats - Non Pawn]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;Mechanoid
    '''Def Name:''' SolarPinhole<br id="defName" />
+
:{{#ask:
    '''Label:''' solar pinhole<br id="label" />
+
[[Category:Stats - Mechanoid]]
    '''Description:''' Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 1<level/><br />
+
}}
    <iconPath>UI/Abilities/SolarPinhole</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.08<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 14.9<Ability_EffectRadius/><br />
 
      '''Ability Duration:''' 5000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 0.2<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySpawn">
 
        <thingDef>SolarPinhole</thingDef>
 
        <allowOnBuildings>{{Bad|False}}</allowOnBuildings>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>Skip_Exit</effecterDef>
 
        <maintainForTicks>60</maintainForTicks>
 
        <scale>0.42</scale>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDefs>
 
          <li>PsycastSkipInnerExit</li><br />
 
          <li>PsycastSkipOuterRingExit</li><br />
 
        </fleckDefs>
 
        <scale>0.42</scale>
 
        <sound>Psycast_Skip_Exit</sound>
 
        <preCastTicks>5</preCastTicks>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="{{Good|True}}">
 
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    <warmupMote>Mote_WarmupWordOf</warmupMote>
 
    <warmupSound>Psycast_WordOf_Warmup</warmupSound>
 
    '''Category:''' WordOf<category/><br />
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>WordOfApply</fleckDef>
 
        <sound>Psycast_WordOf_Effect</sound>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="WordOfBase">
+
;Meditation
    '''Def Name:''' WordOfTrust<br id="defName" />
+
:{{#ask:
    '''Label:''' word of trust<br id="label" />
+
[[Category:Stats - Meditation]]
    '''Description:''' Speak to the prisoner while using psychic suggestion to reduce their resistance to recruitment. This can only reduce a prisoner's resistance, but cannot recruit them.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 1<level/><br />
+
}}
    <iconPath>UI/Abilities/WordOfTrust</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.6<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Only Target Prisoners Of Colony:''' {{Good|True}}<onlyTargetPrisonersOfColony/><br />
 
        '''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityOffsetPrisonerResistance">
 
        <offset>-12</offset>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WordOfTrust</interactionDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="WordOfBase">
+
;Terrain
    '''Def Name:''' WordOfJoy<br id="defName" />
+
:{{#ask:
    '''Label:''' word of joy<br id="label" />
+
[[Category:Stats - Terrain]]
    '''Description:''' Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in their mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 2<level/><br />
+
}}
    <iconPath>UI/Abilities/WordOfJoy</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.4<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 5000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' Joyfuzz<hediffDef/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        <applicableToMechs>{{Bad|False}}</applicableToMechs>
 
        '''Goodwill Impact:''' -25<goodwillImpact/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WordOfJoy</interactionDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="WordOfBase">
+
;Apparel
    '''Def Name:''' WordOfLove<br id="defName" />
+
:{{#ask:
    '''Label:''' word of love<br id="label" />
+
[[Category:Stats - Apparel]]
    '''Description:''' Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This power can be used to connect two other people, induce love for the caster, or force oneself to love another.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 3<level/><br />
+
}}
    <iconPath>UI/Abilities/WordOfLove</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.5<Ability_PsyfocusCost/><br />
 
      '''Ability Duration:''' 8000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
        '''Can Target Mechs:''' {{Bad|False}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityWordOfLove">
 
        <destination>Selected</destination>
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
        <applicableToMechs>{{Bad|False}}</applicableToMechs>
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WordOfLove</interactionDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="WordOfBase">
+
;Weapon (Ranged)
    '''Def Name:''' WordOfSerenity<br id="defName" />
+
:{{#ask:
    '''Label:''' word of serenity<br id="label" />
+
[[Category:Stats - Weapon (Ranged)]]
    '''Description:''' Use calming words and psychic suggestion to end a mental break on a person. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 4<level/><br />
+
}}
    <iconPath>UI/Abilities/WordOfSerenity</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.3<Ability_PsyfocusCost/><br /> <!-- Minimum cost -->
 
      '''Ability Duration:''' 246<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityStopMentalState">
 
        <exceptions><li>Jailbreaker</li><br /></exceptions>
 
        <psyfocusCostForMinor>0.3</psyfocusCostForMinor>
 
        <psyfocusCostForMajor>0.5</psyfocusCostForMajor>
 
        <psyfocusCostForExtreme>0.7</psyfocusCostForExtreme>
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WordOfSerenity</interactionDef>
 
        <canApplyToMentallyBroken>{{Good|True}}</canApplyToMentallyBroken>
 
        <canApplyToAsleep>{{Good|true}}</canApplyToAsleep>
 
        <canApplyToUnconscious>{{Good|true}}</canApplyToUnconscious>
 
      </li><br />
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicComa<hediffDef/><br />
 
        '''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="WordOfBase">
+
;Weapon (Melee)
    '''Def Name:''' WordOfInspiration<br id="defName" />
+
:{{#ask:
    '''Label:''' word of inspiration<br id="label" />
+
[[Category:Stats - Weapon (Melee)]]
    '''Description:''' Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 5<level/><br />
+
}}
    <iconPath>UI/Abilities/WordOfInspiration</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.8<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Only Target Colonists:''' {{Good|True}}<onlyTargetColonists/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveInspiration">
 
        <canTargetBaby>{{Bad|False}}</canTargetBaby>
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WordOfInspiration</interactionDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;Building
    '''Def Name:''' Farskip<br id="defName" />
+
:{{#ask:
    '''Label:''' farskip<br id="label" />
+
[[Category:Stats - Building]]
    '''Description:''' Skip the caster, along with anyone standing near them, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 5<level/><br />
+
}}
    <iconPath>UI/Abilities/Farskip</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <targetWorldCell>{{Good|True}}</targetWorldCell>
 
    <showGizmoOnWorldView>{{Good|True}}</showGizmoOnWorldView>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.7<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 4.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 5<warmupTime/><br />
 
      '''Range:''' 4.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityFarskip">
 
        <stunTicks>18~60</stunTicks>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBase">
+
;Ability
    '''Def Name:''' Neuroquake<br id="defName" />
+
:{{#ask:
    '''Label:''' neuroquake<br id="label" />
+
[[Category:Stats - Ability]]
    '''Description:''' Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 6<level/><br />
+
}}
    <iconPath>UI/Abilities/Neuroquake</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <jobDef>CastAbilityOnThingUninterruptible</jobDef>
 
    '''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    <showCastingProgressBar>{{Good|True}}</showCastingProgressBar>
 
    <warmupMote>Mote_WarmupNeuroquake</warmupMote>
 
    <warmupStartSound>Psycast_Neuroquake_CastStart</warmupStartSound>
 
    <warmupSound>Psycast_Neuroquake_CastLoop</warmupSound>
 
    <warmupPreEndSound>Psycast_Neuroquake_CastEnd</warmupPreEndSound>
 
    <warmupPreEndSoundSeconds>5</warmupPreEndSoundSeconds>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Psyfocus Cost:''' 0.5<Ability_PsyfocusCost/><br />
 
      '''Ability Effect Radius:''' 5.9<Ability_EffectRadius/><br />
 
      '''Ability Duration:''' 4800<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 12<warmupTime/><br />
 
      '''Range:''' 5.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityNeuroquake">
 
        <goodwillImpactForBerserk>-75</goodwillImpactForBerserk>
 
        <goodwillImpactForNeuroquake>-10</goodwillImpactForNeuroquake>
 
        <worldRangeTiles>4</worldRangeTiles>
 
        <screenShakeIntensity>2</screenShakeIntensity>
 
        <mentalStateRadius>60</mentalStateRadius>
 
      </li><br />
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicComa<hediffDef/><br />
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsychicApplyNeuroquake</fleckDef>
 
        <sound>Psycast_Neuroquake_Effect</sound>
 
      </li><br />
 
    </comps><br />
 
    <confirmationDialogText>If you use neuroquake, everyone in this region will feel the neuroquake echo, you will lose goodwill with every non-hostile faction.\n\nNeuroquake takes 12 seconds to cast, and cannot be interrupted. When complete, the caster will fall into a psychic coma for 5 days.\n\nEveryone in range except those in a small circle around the caster will be affected.\n\nDo you really want to cast neuroquake?</confirmationDialogText>
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="PsycastBaseSkip">
+
;Stuff Stat Factors (Multipliers when made of this)
    '''Def Name:''' Chunkskip<br id="defName" />
+
:{{#ask:
    '''Label:''' chunk skip<br id="label" />
+
[[Category:Stats - Stuff Stat Factors]]
    '''Description:''' Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Level:''' 1<level/><br />
+
}}
    <iconPath>UI/Abilities/Chunkskip</iconPath>
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc10<hotKey/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Entropy Gain:'''14<Ability_EntropyGain/><br />
 
      '''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
        '''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityChunkskip">
 
        <chunkCount>5</chunkCount>
 
        <scatterRadius>2.9</scatterRadius>
 
        '''Psychic:''' {{Bad|False}}<psychic/><br />
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
</Defs>
+
;Mechanitor
<!-- Ideology Abilities -->
+
:{{#ask:
<Defs>
+
[[Category:Stats - Mechanitor]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
  <AbilityGroupDef>
+
;Pawn - Combat
    '''Def Name:''' Leader<br id="defName" />
+
:{{#ask:
    <cooldownTicks>600000</cooldownTicks>
+
[[Category:Stats - Pawn Combat]]
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
+
| sep = &#32;&bull;&#32;
    <ritualRoleIds>
+
}}
      <li>speaker</li><br />
 
      <li>leader</li><br />
 
    </ritualRoleIds>
 
  </AbilityGroupDef>
 
  
  <AbilityDef ParentName="SpeechBase">
+
;Pawn - Social
    '''Def Name:''' LeaderSpeech<br id="defName" />
+
:{{#ask:
    '''Label:''' leader speech<br id="label" />
+
[[Category:Stats - Pawn Social]]
    '''Description:''' Initiate a leader speech. If it goes well, listeners will gain improved mood, respect for the speaker, and possibly new inspirations. If it goes poorly, social damage will occur.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Group Def:''' Leader<groupDef/><br />
+
}}
    <iconPath>UI/Abilities/LeaderSpeech</iconPath>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityStartRitual">
 
        <ritualDef>LeaderSpeech</ritualDef>
 
        <allowedForChild>{{Bad|false}}</allowedForChild>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="SpeechBase">
+
;Pawn - Misc
    '''Def Name:''' Trial<br id="defName" />
+
:{{#ask:
    '''Label:''' trial<br id="label" />
+
[[Category:Stats - Pawn Misc]]
    '''Description:''' Charge someone with a terrible wrongdoing and initiate a trial where they will be either convicted or exonerated. If the target is convicted, they can be freely imprisoned, executed or banished without penalty. The chance of conviction depends on the social abilities of the accuser and accused.<br id="description" />
+
| sep = &#32;&bull;&#32;
    '''Group Def:''' Leader<groupDef/><br />
+
}}
    '''Target Required:''' {{Good|True}}<targetRequired/><br />
 
    <iconPath>UI/Icons/Rituals/Trial</iconPath>
 
    <gizmoClass>Command_AbilityTrial</gizmoClass>
 
    <uiOrder>1</uiOrder>
 
    <comps>
 
      <li Class="CompProperties_AbilityStartTrial">
 
        <ritualDef>Trial</ritualDef>
 
        <ritualDefForPrisoner>TrialPrisoner</ritualDefForPrisoner>
 
        <ritualDefForMentalState>TrialMentalState</ritualDefForMentalState>
 
        <targetRoleId>convict</targetRoleId>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
        '''Only Target Colonists Or Prisoners Or Slaves Allow Minor Mental Breaks:''' {{Good|true}}<onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
 
 
  <AbilityDef ParentName="SpeechBase">
 
    '''Def Name:''' ConversionRitual<br id="defName" />
 
    '''Label:''' conversion ritual<br id="label" />
 
    '''Description:''' Try to persuade someone to adopt your beliefs. If it goes well, they will lose some certainty in their ideoligion and may convert. If it backfires, they will gain certainty in their old beliefs.\n\nTo start this ritual at a specific place, select a ritual spot or matching altar/ideogram.<br id="description" />
 
    <iconPath>UI/Abilities/ConversionRitual</iconPath>
 
    '''Group Def:''' Moralist<groupDef/><br />
 
    '''Override Group Cooldown:''' {{Good|True}}<overrideGroupCooldown/><br />
 
    '''Cooldown Ticks Range:''' {{Ticks|480000}}<cooldownTicksRange/><br />
 
    '''Target Required:''' {{Good|True}}<targetRequired/><br />
 
    <gizmoClass>Command_Ability</gizmoClass>
 
    <comps>
 
      <li Class="CompProperties_AbilityStartConversion">
 
        <ritualDef>Conversion</ritualDef>
 
        <targetRoleId>convertee</targetRoleId>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
        '''Only Target Colonists Or Prisoners Or Slaves:''' {{Good|true}}<onlyTargetColonistsOrPrisonersOrSlaves/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <requiredMemes>
 
      <li>Proselytizer</li><br />
 
    </requiredMemes>
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
;Pawn - Work
    '''Def Name:''' WorkDrive<br id="defName" />
+
:{{#ask:
    '''Label:''' work drive<br id="label" />
+
[[Category:Stats - Pawn Work]]
    '''Description:''' Call on a person to work harder for some time.<br id="description" />
+
| sep = &#32;&bull;&#32;
    <jobDef>CastAbilityOnThingMelee</jobDef>
+
}}
    <iconPath>UI/Abilities/WorkDrive</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/WorkDrive</warmupMoteSocialSymbol>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Group Def:''' Leader<groupDef/><br />
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <uiOrder>2</uiOrder>
 
    <warmupStartSound>WorkDrive_Warmup</warmupStartSound>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 3000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 3.0<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Only Target Colonists:''' {{Good|true}}<onlyTargetColonists/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' WorkDrive<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <applicableToMechs>{{Bad|False}}</applicableToMechs>
 
        <canTargetBaby>{{Bad|False}}</canTargetBaby>
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>WorkDrive</interactionDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
;Psychic Ritual
    '''Def Name:''' CombatCommand<br id="defName" />
+
:{{#ask:
    '''Label:''' combat command<br id="label" />
+
[[Category:Stats - Psychic Ritual]]
    '''Description:''' Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.<br id="description" />
+
| sep = &#32;&bull;&#32;
    <jobDef>CastAbilityOnThing</jobDef>
+
}}
    '''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    <iconPath>UI/Abilities/CombatCommand</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    '''Group Def:''' Leader<groupDef/><br />
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <uiOrder>3</uiOrder>
 
    <warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 1000<Ability_Duration/><br />
 
      '''Ability Effect Radius:''' 9.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      '''Range:''' 9.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' CombatCommand<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityGroupDef>
+
;Containment
    '''Def Name:''' Moralist<br id="defName" />
+
:{{#ask:
    <cooldownTicks>180000</cooldownTicks>
+
[[Category:Stats - Containment]]
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
+
| sep = &#32;&bull;&#32;
    <ritualRoleIds>
+
}}
      <li>moralist</li><br />
+
</div>
    </ritualRoleIds>
+
</div>
  </AbilityGroupDef>
 
 
 
  <AbilityDef>
 
    '''Def Name:''' Convert<br id="defName" />
 
    '''Label:''' convert<br id="label" />
 
    '''Description:''' Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability.<br id="description" />
 
    '''Group Def:''' Moralist<groupDef/><br />
 
    <iconPath>UI/Abilities/Convert</iconPath>
 
    <warmupMoteSocialSymbol>Things/Mote/SpeechSymbols/Convert</warmupMoteSocialSymbol>
 
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <uiOrder>1</uiOrder>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityConvert">
 
        <successMessage>{INITIATOR_labelShort} has converted {RECIPIENT_labelShort} to {IDEO}.</successMessage>
 
        <failMessage>{INITIATOR_labelShort} failed to convert {RECIPIENT_labelShort}. {RECIPIENT_labelShort} was upset by the attempt, but {RECIPIENT_possessive} certainty fell from {CERTAINTYBEFORE} to {CERTAINTYAFTER}.</failMessage>
 
        <failedThoughtInitiator>FailedConvertAbilityInitiator</failedThoughtInitiator>
 
        <failedThoughtRecipient>FailedConvertAbilityRecipient</failedThoughtRecipient>
 
        <convertPowerFactor>2</convertPowerFactor>
 
        <sound>MoralistAbility_Resolve</sound>
 
      </li><br />
 
      <li Class="CompProperties_AbilityMustBeCapableOf">
 
        <workTags>
 
          <li>Social</li><br />
 
        </workTags>
 
      </li><br />
 
      <li Class="CompProperties_AbilityShowTargetIdeoCertainty" /><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 3.0<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' PreachHealth<br id="defName" />
 
    '''Label:''' preach health<br id="label" />
 
    '''Description:''' Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain.<br id="description" />
 
    '''Group Def:''' Moralist<groupDef/><br />
 
    <iconPath>UI/Abilities/PreachHealth</iconPath>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    <emittedFleck>PreachHealth</emittedFleck>
 
    <emissionInterval>60</emissionInterval>
 
    <warmupMoteSocialSymbol>UI/Abilities/PreachHealth</warmupMoteSocialSymbol>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <uiOrder>4</uiOrder>
 
    <warmupSound>PreachHealth_Warmup</warmupSound>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 1000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PreachHealth<hediffDef/><br />
 
        <onlyBrain>{{Good|true}}</onlyBrain>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
        <sound>PreachHealth_Resolve</sound>
 
      </li><br />
 
      <li Class="CompProperties_AbilityMustBeCapableOf">
 
        <workTags>
 
          <li>Social</li><br />
 
        </workTags>
 
      </li><br />
 
      <li Class="CompProperties_AbilitySocialInteraction">
 
        <interactionDef>PreachHealth</interactionDef>
 
        <canApplyToUnconscious>{{Good|true}}</canApplyToUnconscious>
 
      </li><br />
 
      <li Class="CompProperties_PreachHealth" /><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 12.0<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
<div class="mw-collapsible mw-collapsed">
    '''Def Name:''' Reassure<br id="defName" />
+
=== Stats Nav ===
    '''Label:''' reassure<br id="label" />
+
<div class="mw-collapsible-content">
    '''Description:''' Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability.<br id="description" />
 
    '''Group Def:''' Moralist<groupDef/><br />
 
    <iconPath>UI/Abilities/Reassure</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/Reassure</warmupMoteSocialSymbol>
 
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <uiOrder>2</uiOrder>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityReassure">
 
        <successMessage>{INITIATOR_labelShort} has reassured {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} certainty in {IDEO} from {BEFORECERTAINTY} to {AFTERCERTAINTY}.</successMessage>
 
        <baseCertaintyGain>0.2</baseCertaintyGain>
 
        <sound>MoralistAbility_Resolve</sound>
 
      </li><br />
 
      <li Class="CompProperties_AbilityMustBeCapableOf">
 
        <workTags>
 
          <li>Social</li><br />
 
        </workTags>
 
      </li><br />
 
      <li Class="CompProperties_AbilityShowTargetIdeoCertainty" /><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 3.0<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
<div class="mw-collapsible">
    '''Def Name:''' Counsel<br id="defName" />
+
==== normal ====
    '''Label:''' counsel<br id="label" />
+
<div class="mw-collapsible-content">
    '''Description:''' Offer counsel to a person to cancel the effect of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener.<br id="description" />
+
{{Nav|stats}}
    '''Group Def:''' Moralist<groupDef/><br />
+
</div>
    <iconPath>UI/Abilities/Counsel</iconPath>
+
</div>
    <warmupMoteSocialSymbol>UI/Abilities/Counsel</warmupMoteSocialSymbol>
 
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <uiOrder>3</uiOrder>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityCounsel">
 
        <successMessage>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, canceling the mood impact of {2}.</successMessage>
 
        <successMessageNoNegativeThought>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} mood by {MOODBONUS}.</successMessageNoNegativeThought>
 
        <failMessage>{INITIATOR_labelShort} botched the attempt to counsel {RECIPIENT_labelShort}. {RECIPIENT_labelShort} has become upset.</failMessage>
 
        <failedThoughtRecipient>CounselFailed</failedThoughtRecipient>
 
        <sound>MoralistAbility_Resolve</sound>
 
      </li><br />
 
      <li Class="CompProperties_AbilityMustBeCapableOf">
 
        <workTags>
 
          <li>Social</li><br />
 
        </workTags>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 3.0<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityGroupDef>
+
<div class="mw-collapsible">
    '''Def Name:''' MultiRole<br id="defName" />
+
==== wide ====
    <cooldownTicks>180000</cooldownTicks>
+
<div class="mw-collapsible-content">
  </AbilityGroupDef>
+
{{Nav|stats|wide}}
 
+
</div>
  <AbilityDef Abstract="{{Good|True}}" Name="RoleAuraBuffBase">
+
</div>
    <jobDef>CastAbilityOnThing</jobDef>
 
    '''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
    '''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    '''Group Def:''' MultiRole<groupDef/><br />
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    <warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 1000<Ability_Duration/><br />
 
      '''Ability Effect Radius:''' 9.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      '''Range:''' 9.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
</div>
    '''Def Name:''' MarksmanCommand<br id="defName" />
+
</div>
    '''Label:''' marksman command<br id="label" />
 
    '''Description:''' Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
    <iconPath>UI/Abilities/MarksmanCommand</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/MarksmanCommand</warmupMoteSocialSymbol>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' MarksmanCommand<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
<div class="mw-collapsible mw-collapsed">
    '''Def Name:''' BerserkTrance<br id="defName" />
 
    '''Label:''' berserk trance<br id="label" />
 
    '''Description:''' The caster fills themself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours.<br id="description" />
 
    <iconPath>UI/Abilities/BerserkTrance</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/BerserkTrance</warmupMoteSocialSymbol>
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 126<Ability_Duration/><br />
 
      '''Ability Effect Radius:''' 0<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
    '''Range:''' 0<range/><br />
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' BerserkTrance<hediffDef/><br />
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
      <li Class = "CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' BerserkTrance<stateDef/><br />
 
        <soundMale>BerserkTrance_Resolve_Male</soundMale>
 
        <soundFemale>BerserkTrance_Resolve_Female</soundFemale>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
== Merged Stat Subpages ==
    '''Def Name:''' ResearchCommand<br id="defName" />
+
<div class="mw-collapsible-content">
    '''Label:''' research command<br id="label" />
+
{| id="Merged Stat Subpages Table" {{STDT|sortable}}
    '''Description:''' Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
+
! 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
    <iconPath>UI/Abilities/ResearchCommand</iconPath>
+
<!-- BasicsImportant -->
    <warmupMoteSocialSymbol>UI/Abilities/ResearchCommand</warmupMoteSocialSymbol>
+
<!-- BasicsPawnImportant -->
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
+
<!-- BasicsNonPawnImportant -->
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
<!-- Basics -->
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
<!-- BasicsPawn -->
    <comps>
+
<!-- BasicsNonPawn -->
      <li Class="CompProperties_AbilityGiveHediff">
+
{{:Stat/Core Basics General}}
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
+
{{:Stat/Core Basics Special}}
        '''Hediff Def:''' ResearchCommand<hediffDef/><br />
+
<!-- AnimalProductivity -->
        <onlyBrain>{{Good|True}}</onlyBrain>
+
<!-- Terrain -->
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
+
<!-- Meditation -->
        <replaceExisting>{{Good|true}}</replaceExisting>
+
<!-- Mechanoid -->
      </li><br />
+
<!-- Apparel -->
    </comps><br />
+
{{:Stat/Core Apparel}}
  </AbilityDef><br />
+
<!-- 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>
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
<div class="mw-collapsible mw-collapsed">
    '''Def Name:''' FarmingCommand<br id="defName" />
 
    '''Label:''' farming command<br id="label" />
 
    '''Description:''' Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
    <iconPath>UI/Abilities/FarmingCommand</iconPath>
 
    <warmupMoteSocialSymbol>UI/Abilities/FarmingCommand</warmupMoteSocialSymbol>
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' FarmingCommand<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
== Stat Graphs ==
    '''Def Name:''' ProductionCommand<br id="defName" />
+
<div class="mw-collapsible-content">
    '''Label:''' production command<br id="label" />
+
=== Cooking Speed ===
    '''Description:''' Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
+
* '''Post Process Curve:'''
    <iconPath>UI/Abilities/ProductionCommand</iconPath>
+
** '''Points:'''
    <warmupMoteSocialSymbol>UI/Abilities/ProductionCommand</warmupMoteSocialSymbol>
+
*** (-20, 0.01)
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
+
*** (0, 0.4)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
*** (20, 1.6)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
{{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=}}
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' ProductionCommand<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="RoleAuraBuffBase">
+
=== Market Value ===
    '''Def Name:''' MiningCommand<br id="defName" />
+
==== Item Hit Points ====
    '''Label:''' mining command<br id="label" />
+
* '''Parts:'''
    '''Description:''' Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
+
** '''StatPart_Health:'''
    <iconPath>UI/Abilities/MiningCommand</iconPath>
+
*** '''Curve:'''
    <warmupMoteSocialSymbol>UI/Abilities/MiningCommand</warmupMoteSocialSymbol>
+
**** '''Points:'''
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
+
***** (0.0, 0.0)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
***** (0.5, 0.1)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
***** (0.6, 0.5)
    <comps>
+
***** (0.9, 1.0)
      <li Class="CompProperties_AbilityGiveHediff">
+
{{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=}}
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' MiningCommand<hediffDef/><br />
 
        <onlyBrain>{{Good|True}}</onlyBrain>
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
==== Pawn Age ====
    '''Def Name:''' AnimalCalm<br id="defName" />
+
* '''Parts:'''
    '''Label:''' Animal calm<br id="label" />
+
** '''StatPart_Age:''' {{BiotechIcon}}
    '''Description:''' Use unique methods of connecting with animals to calm a maddened beast.<br id="description" />
+
*** Use Biological Years: '''{{Good|true}}'''
    '''Group Def:''' MultiRole<groupDef/><br />
+
*** Humanlike Only: '''{{Good|true}}'''
    <iconPath>UI/Abilities/AnimalCalm</iconPath>
+
*** '''Curve:'''
    <warmupMoteSocialSymbol>UI/Abilities/AnimalCalm</warmupMoteSocialSymbol>
+
**** '''Points:'''
    '''Hot Key:''' Misc12<hotKey/><br />
+
***** (3,0.5)
    <jobDef>CastAbilityOnThingMelee</jobDef>
+
***** (13,0.9)
    '''Override Group Cooldown:''' {{Good|True}}<overrideGroupCooldown/><br />
+
***** (18,1)
    '''Cooldown Ticks Range:''' {{Ticks|1200000}}<cooldownTicksRange/><br />
+
{{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=}}
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    <warmupSound>AnimalCalm_Resolve</warmupSound>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    <comps>
 
      <li Class="CompProperties_StopManhunter">
 
        <successMessage>{INITIATOR_labelShort} successfully calmed {RECIPIENT_labelShort}.</successMessage>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 1.5<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Can Target Humans:''' {{Bad|False}}<canTargetHumans/><br />
 
        '''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Surgery Success Chance Factor ===
    '''Def Name:''' ImmunityDrive<br id="defName" />
+
* '''Parts:'''
    '''Label:''' Immunity drive<br id="label" />
+
** '''StatPart_Glow:'''
    '''Description:''' Offer moral support that energizes the body, boosting someone's immunity gain for one day.<br id="description" />
+
*** '''Factor From Glow Curve:'''
    '''Group Def:''' MultiRole<groupDef/><br />
+
**** '''Points:'''
    <iconPath>UI/Abilities/ImmunityDrive</iconPath>
+
***** (0,0.75)
    <warmupMoteSocialSymbol>UI/Abilities/ImmunityDrive</warmupMoteSocialSymbol>
+
***** (0.50,1.00)
    '''Hot Key:''' Misc12<hotKey/><br />
+
{{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=}}
    <jobDef>CastAbilityOnThingMelee</jobDef>
 
    '''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|True}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
    '''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
    <warmupSound>ImmunityDrive_Resolve</warmupSound>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 1000<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' ImmunityDrive<hediffDef/><br />
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 1.5<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
        '''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
</Defs>
+
=== Melee Hit Chance ===
<!-- Biotech Abilities -->
+
==== Post Process Curve ====
<Defs>
+
* '''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=}}
  
  <AbilityCategoryDef>
+
==== Pawn Age ====
    '''Def Name:''' Sanguophage<br id="defName" />
+
* '''Parts:'''
    <displayOrder>1000</displayOrder>
+
** '''StatPart_Age:''' {{BiotechIcon}}
  </AbilityCategoryDef><br />
+
*** 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=}}
  
  <AbilityDef ParentName="AbilityTouchBase">
+
=== Melee Dodge Chance ===
    '''Def Name:''' Bloodfeed<br id="defName" />
+
* '''Post Process Curve:'''
    '''Label:''' bloodfeed<br id="label" />
+
** '''Points:'''
    '''Description:''' Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding.\n\nCan only target non-hemogenic humans. Hemogen gain is affected by the target's body size.<br id="description" />
+
*** (5, 0)
    <iconPath>UI/Icons/Genes/Gene_Bloodfeeder</iconPath>
+
*** (20, 0.30)
    '''Category:''' Sanguophage<category/><br />
+
*** (60, 0.50)
    <displayOrder>100</displayOrder>
+
{{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=}}
    <warmupEffecter>Bloodfeed_Warmup</warmupEffecter>
 
    <warmupStartSound>Bloodfeed_Cast</warmupStartSound>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        <canTargetBloodfeeders>{{Bad|false}}</canTargetBloodfeeders>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityBloodfeederBite">
 
        <hemogenGain>0.2</hemogenGain>
 
        <bloodFilthToSpawnRange>1</bloodFilthToSpawnRange>
 
        <thoughtDefToGiveTarget>FedOn</thoughtDefToGiveTarget>
 
        <opinionThoughtDefToGiveTarget>FedOn_Social</opinionThoughtDefToGiveTarget>
 
        <resistanceGain>1</resistanceGain>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>BloodSplash</fleckDef>
 
      </li><br />
 
      <li Class="CompProperties_AbilityRequiresCapacity">
 
        <capacity>Eating</capacity>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="AbilityTouchBase">
+
=== Shooting Accuracy ===
    '''Def Name:''' Coagulate<br id="defName" />
+
* '''Post Process Curve:'''
    '''Label:''' coagulate<br id="label" />
+
** '''Points:'''
    '''Description:''' Use special glands in the wrists to quickly tend someone's wounds.<br id="description" />
+
*** (-20, 0.70)
    <iconPath>UI/Icons/Genes/Gene_Coagulate</iconPath>
+
*** (-10, 0.80)
    '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
+
*** (-6, 0.83)
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
+
*** (-4, 0.85)
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
+
*** (-2, 0.87)
    <warmupMote>Mote_CoagulateStencil</warmupMote>
+
*** (0, 0.89)
    <warmupEffecter>Coagulate</warmupEffecter>
+
*** (2, 0.93)
    <warmupStartSound>Coagulate_Cast</warmupStartSound>
+
*** (4, 0.94)
    <jobDef>CastAbilityOnThingMelee</jobDef>
+
*** (6, 0.95)
    '''Category:''' Sanguophage<category/><br />
+
*** (8, 0.96)
    <displayOrder>400</displayOrder>
+
*** (10, 0.97)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
*** (12, 0.975)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
*** (14, 0.98)
    # '''''Verb Properties:'''''<br /><br />
+
*** (16, 0.98333)
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
+
*** (18, 0.98666)
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
+
*** (20, 0.99)
      '''Range:''' -1<range/><br />
+
*** (22, 0.9925)
      '''Warmup Time:''' 1<warmupTime/><br />
+
*** (26, 0.995)
      # '''''Target Params:'''''<br /><br />
+
*** (30, 0.9965)
        '''Can Target Animals:''' {{Good|true}}<canTargetAnimals/><br />
+
*** (40, 0.998)
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
+
*** (60, 0.999)
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
+
{{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=}}
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        <canTargetBloodfeeders>{{Good|true}}</canTargetBloodfeeders>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityHemogenCost">
 
        <hemogenCost>0.2</hemogenCost>
 
      </li><br />
 
      <li Class="CompProperties_AbilityCoagulate">
 
        <tendQualityRange>0.4~0.8</tendQualityRange>
 
      </li><br />
 
      <li Class="CompProperties_AbilityRequiresCapacity">
 
        <capacity>Manipulation</capacity>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="AbilityTouchBase">
+
=== Aiming Time ===
    '''Def Name:''' ReimplantXenogerm<br id="defName" />
+
* '''Parts:'''
    '''Label:''' implant genes<br id="label" />
+
** '''StatPart_Age:''' {{BiotechIcon}}
    '''Description:''' Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.<br id="description" />
+
*** Use Biological Years: '''{{Good|true}}'''
    <iconPath>UI/Icons/Genes/Gene_XenogermReimplanter</iconPath>
+
*** Humanlike Only: '''{{Good|true}}'''
    <warmupStartSound>ReimplantXenogerm_Cast</warmupStartSound>
+
*** '''Curve:'''
    <warmupEffecter>Implant_Xenogerm</warmupEffecter>
+
**** '''Points:'''
    '''Category:''' Sanguophage<category/><br />
+
***** (4,1.8)
    <displayOrder>500</displayOrder>
+
***** (12,1.1)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
***** (13,1)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
{{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=}}
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 4<warmupTime/><br />
 
      <stunTargetOnCastStart>{{Good|true}}</stunTargetOnCastStart>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityReimplantXenogerm" /><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Move Speed ===
    '''Def Name:''' PiercingSpine<br id="defName" />
+
* '''Parts:'''
    '''Label:''' piercing spine<br id="label" />
+
** '''StatPart_Glow:'''
    '''Description:''' Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.<br id="description" />
+
*** Humanlike Only: '''{{Good|true}}'''
    <iconPath>UI/Abilities/PiercingSpine</iconPath>
+
*** '''Factor From Glow Curve:'''
    '''Cooldown Ticks Range:''' {{Ticks|60}}<cooldownTicksRange/><br />
+
**** '''Points:'''
    '''Category:''' Sanguophage<category/><br />
+
***** (0,0.80)
    <displayOrder>200</displayOrder>
+
***** (0.30,1.00)
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
+
{{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=}}
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' 3.9<range/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      <soundCast>PiercingSpine_Launch</soundCast>
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityHemogenCost">
 
        <hemogenCost>0.2</hemogenCost>
 
      </li><br />
 
      <li Class="CompProperties_AbilityLaunchProjectile">
 
        <projectileDef>PiercingSpine</projectileDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  <ThingDef ParentName="BaseBullet">
 
    '''Def Name:''' PiercingSpine<br id="defName" />
 
    '''Label:''' keratin spine<br id="label" />
 
    <graphicData>
 
      <texPath>Things/Projectile/PiercingSpine</texPath>
 
      <graphicClass>Graphic_Single</graphicClass>
 
    </graphicData>
 
    <projectile>
 
      <damageDef>RangedStab</damageDef>
 
      <damageAmountBase>30</damageAmountBase>
 
      <armorPenetrationBase>1</armorPenetrationBase>
 
      <stoppingPower>1</stoppingPower>
 
      <speed>55</speed>
 
    </projectile>
 
  </ThingDef>
 
  
  <AbilityDef ParentName="AbilityTouchBase">
+
=== Immunity Gain Speed ===
    '''Def Name:''' Resurrect<br id="defName" />
+
* '''Parts:'''
    '''Label:''' resurrect<br id="label" />
+
** '''StatPart_Age:'''
    '''Description:''' Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.<br id="description" />
+
*** '''Curve:'''
    <iconPath>UI/Abilities/Resurrect</iconPath>
+
**** '''Points:'''
    '''Cooldown Ticks Range:''' {{Ticks|6840000~7560000}}<cooldownTicksRange/><br /> <!-- 1.9~2.1 years -->
+
***** (0.65,1)
    <warmupMote>Mote_ResurrectAbility</warmupMote>
+
***** (0.8,0.95)
    <warmupStartSound>Resurrect_Cast</warmupStartSound>
+
***** (1.0,0.9)
    '''Category:''' Sanguophage<category/><br />
+
***** (1.2,0.8)
    <displayOrder>600</displayOrder>
+
***** (1.5,0.5)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
{{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=}}
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      <soundCast>Resurrect_Resolve</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        <canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_Resurrect" /><br />
 
      <li Class="CompProperties_AbilityHemogenCost">
 
        <hemogenCost>0.90</hemogenCost>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Meat Amount ===
    '''Def Name:''' AcidSpray<br id="defName" />
+
==== Malnutrition ====
    '''Label:''' acid spray<br id="label" />
+
* '''Parts:'''
    '''Description:''' Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.<br id="description" />
+
** '''StatPart_Malnutrition:'''
    <iconPath>UI/Abilities/AcidSpray</iconPath>
+
*** '''Curve:'''
    '''Cooldown Ticks Range:''' {{Ticks|30000}}<cooldownTicksRange/><br />
+
**** '''Points:'''
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
+
***** (0, 1)
    <displayOrder>300</displayOrder>
+
***** (1, 0.4)
    '''Category:''' Sanguophage<category/><br />
+
{{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=}}
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' 8.9<range/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      <soundCast>AcidSpray_Resolve</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySprayLiquid">
 
        <projectileDef>Proj_Acid</projectileDef>
 
        <numCellsToHit>9</numCellsToHit>
 
        <sprayEffecter>AcidSpray_Directional</sprayEffecter>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  <ThingDef>
 
    '''Def Name:''' Proj_Acid<br id="defName" />
 
    '''Label:''' acid<br id="label" />
 
    <thingClass>Projectile_Liquid</thingClass>
 
    '''Category:''' Projectile<category/><br />
 
    <tickerType>Normal</tickerType>
 
    <altitudeLayer>Projectile</altitudeLayer>
 
    <useHitPoints>{{Bad|False}}</useHitPoints>
 
    <neverMultiSelect>{{Good|True}}</neverMultiSelect>
 
    <graphicData>
 
      <texPath>Things/Projectile/Acid</texPath>
 
      <graphicClass>Graphic_Random</graphicClass>
 
      <shaderType>MoteGlow</shaderType>
 
      <drawSize>0.85</drawSize>
 
    </graphicData>
 
    <projectile>
 
      <damageDef>AcidBurn</damageDef>
 
      <speed>25</speed>
 
      <damageAmountBase>30</damageAmountBase>
 
      <arcHeightFactor>0.4</arcHeightFactor>
 
      <armorPenetrationBase>0.8</armorPenetrationBase>
 
      <stoppingPower>1</stoppingPower>
 
      <shadowSize>0</shadowSize>
 
      <filth>Filth_SpentAcid</filth>
 
      <filthCount>1</filthCount>
 
    </projectile>
 
  </ThingDef>
 
  
  <AbilityDef>
+
==== Post Process Curve ====
    '''Def Name:''' FoamSpray<br id="defName" />
+
* '''Post Process Curve:'''
    '''Label:''' foam spray<br id="label" />
+
** '''Points:'''
    '''Description:''' Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.<br id="description" />
+
*** (0,0)
    <iconPath>UI/Icons/Genes/Gene_FoamSpray</iconPath>
+
*** (5,14)
    '''Charges:''' 3<charges/><br />
+
*** (40,40)
    '''Cooldown Ticks Range:''' {{Ticks|30000}}<cooldownTicksRange/><br />
+
*** (100000,100000)
    <warmupStartSound>FoamSpray_Warmup</warmupStartSound>
+
{{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=}}
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' 4.9<range/><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      <soundCast>FoamSpray_Resolve</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySprayLiquid">
 
        <projectileDef>Proj_Foam_Ability</projectileDef>
 
        <numCellsToHit>9</numCellsToHit>
 
        <sprayEffecter>FoamSpray_Directional</sprayEffecter>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  <ThingDef ParentName="ProjectileFoamBase">
 
    '''Def Name:''' Proj_Foam_Ability<br id="defName" />
 
    <projectile>
 
      <speed>25</speed>
 
      <numExtraHitCells>0</numExtraHitCells>
 
      <filthCount>1~3</filthCount>
 
    </projectile>
 
    <graphicData>
 
      <texPath>Things/Mote/FoamSpray</texPath>
 
      <graphicClass>Graphic_Random</graphicClass>
 
      <shaderType>MoteGlow</shaderType>
 
      <drawSize>1.35</drawSize>
 
    </graphicData>
 
  </ThingDef>
 
  
  <AbilityDef>
+
=== Leather Amount ===
    '''Def Name:''' FireSpew<br id="defName" />
+
* '''Post Process Curve:'''
    '''Label:''' fire spew<br id="label" />
+
** '''Points:'''
    '''Description:''' Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground.\n\nThe bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.<br id="description" />
+
*** (0,0)
    <iconPath>UI/Abilities/FireSpew</iconPath>
+
*** (5,14)
    '''Cooldown Ticks Range:''' {{Ticks|300000}}<cooldownTicksRange/><br />
+
*** (40,40)
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
+
*** (100000,100000)
    <ai_IsIncendiary>{{Good|true}}</ai_IsIncendiary>
+
{{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=}}
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    <warmupStartSound>FireSpew_Warmup</warmupStartSound>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' 7.9<range/><br />
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      <soundCast>FireSpew_Resolve</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityFireSpew">
 
        '''Range:''' 7.9<range/><br />
 
        <lineWidthEnd>3</lineWidthEnd>
 
        <filthDef>Filth_FlammableBile</filthDef>
 
        <effecterDef>Fire_Spew</effecterDef>
 
        <canHitFilledCells>{{Good|true}}</canHitFilledCells>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef Name="LongJump">
+
=== Arrest Success Chance ===
    '''Def Name:''' Longjump<br id="defName" />
+
* '''Parts:'''
    '''Label:''' longjump<br id="label" />
+
** '''StatPart_Age:''' {{BiotechIcon}}
    '''Description:''' Jump to a distant location using super-strong hemogen-powered legs.<br id="description" />
+
*** Use Biological Years: '''{{Good|true}}'''
    <iconPath>UI/Abilities/Longjump</iconPath>
+
*** Humanlike Only: '''{{Good|true}}'''
    '''Cooldown Ticks Range:''' {{Ticks|60}}<cooldownTicksRange/><br />
+
*** '''Curve:'''
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
**** '''Points:'''
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
***** (3, 0.05)
    # '''''Verb Properties:'''''<br /><br />
+
***** (13, 0.8)
      '''Verb Class:''' Verb_CastAbilityJump<verbClass/><br />
+
***** (18, 1)
      '''Label:''' jump<br id="label" />
+
{{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=}}
      '''Violent:'''{{Bad|false}}<violent/><br />
 
      <forceNormalTimeSpeed>{{Bad|false}}</forceNormalTimeSpeed>
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
      <soundCast>Longjump_Jump</soundCast>
 
      <soundLanding>Longjump_Land</soundLanding>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <jobDef>CastJump</jobDef>
 
    <comps>
 
      <li Class="CompProperties_AbilityHemogenCost">
 
        <hemogenCost>0.05</hemogenCost>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Global Work Speed ===
    '''Def Name:''' FireBurst<br id="defName" />
+
==== Light Level ====
    '''Label:''' fire burst<br id="label" />
+
* '''Parts:'''
    '''Description:''' Emit a burst of burning fuel in all directions to form puddles of ignited liquid on the ground.<br id="description" />
+
** '''StatPart_Glow:'''
    <jobDef>CastAbilityOnThingWithoutWeapon</jobDef>
+
*** Humanlike Only: '''{{Good|true}}'''
    <iconPath>UI/Abilities/FireBurst</iconPath>
+
*** '''Factor From Glow Curve:'''
    '''Cooldown Ticks Range:''' {{Ticks|2700}}<cooldownTicksRange/><br />
+
**** '''Points:'''
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
+
***** (0,0.80)
    <ai_SearchAOEForTargets>{{Good|true}}</ai_SearchAOEForTargets>
+
***** (0.30,1.00)
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
+
{{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=}}
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
+
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
+
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
    <showCastingProgressBar>{{Good|true}}</showCastingProgressBar>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      <warmupEffecter>Fire_Burst_Warmup</warmupEffecter>
 
      '''Warmup Time:''' 3<warmupTime/><br />
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      '''Range:''' 5.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />     
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityFireBurst">
 
        <radius>5.9</radius>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
==== Pawn Age ====
    '''Def Name:''' AnimalWarcall<br id="defName" />
+
** '''StatPart_Age:''' {{BiotechIcon}}
    '''Label:''' animal warcall<br id="label" />
+
*** Use Biological Years: '''{{Good|true}}'''
    '''Description:''' With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.<br id="description" />
+
*** Humanlike Only: '''{{Good|true}}'''
    <iconPath>UI/Abilities/AnimalWarcall</iconPath>
+
*** '''Curve:'''
    '''Cooldown Ticks Range:''' {{Ticks|900000}}<cooldownTicksRange/><!-- 15 days -->
+
**** '''Points:'''
    '''Can Use Aoe To Get Targets:''' {{Bad|false}}<canUseAoeToGetTargets/><br />
+
***** (4,0.2)
    <jobDef>CastAbilityOnThingWithoutWeaponInterruptible</jobDef>
+
***** (12,0.8)
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
+
***** (18,1)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
{{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=}}
    '''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 500<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    '''Charges:''' 2<charges/><br />
 
    '''Cooldown Per Charge:''' {{Good|true}}<cooldownPerCharge/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Label:''' warcall<br id="label" />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      '''Range:''' 49.9<range/><br />
 
      '''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />     
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      <warmupEffecter>AnimalWarcall_Warmup</warmupEffecter>
 
      <mouseTargetingText>Choose an animal to call</mouseTargetingText>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Bad|false}}<canTargetLocations/><br />
 
        '''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
        '''Can Target Animals:''' {{Good|true}}<canTargetAnimals/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' BerserkWarcall<stateDef/><br />
 
        '''Goodwill Impact:''' -75<goodwillImpact/><br />
 
        <casterEffect>AnimalWarcall_Cast</casterEffect>
 
        <targetEffect>AnimalWarcall_CastOnTarget</targetEffect>
 
        <excludeNPCFactions>{{Good|true}}</excludeNPCFactions>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <!-- Mech -->
+
=== Hunting Stealth ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0.0, 0.0)
 +
*** (0.1, 0.5)
 +
*** (0.2, 0.75)
 +
*** (0.5, 0.80)
 +
*** (1.0, 0.90)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}}
  
  <AbilityDef Name="LongJumpMech">
+
=== Reading Speed ===
    '''Def Name:''' LongjumpMech<br id="defName" />
+
* '''Parts:'''
    '''Label:''' mech longjump<br id="label" />
+
** '''StatPart_Age:''' {{BiotechIcon}}
    '''Description:''' Jump to a distant location using special ultrafast mechanoid muscles.<br id="description" />
+
*** Use Biological Years: '''{{Good|true}}'''
    <iconPath>UI/Abilities/MechLongJump</iconPath>
+
*** Humanlike Only: '''{{Good|true}}'''
    '''Cooldown Ticks Range:''' {{Ticks|480}}<cooldownTicksRange/><br />
+
*** '''Curve:'''
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
**** '''Points:'''
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
***** (3,0.05)
    # '''''Verb Properties:'''''<br /><br />
+
***** (13,1)
      '''Verb Class:''' Verb_CastAbilityJump<verbClass/><br />
+
{{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=}}
      '''Label:''' jump<br id="label" />
 
      '''Violent:'''{{Bad|false}}<violent/><br />
 
      <forceNormalTimeSpeed>{{Bad|false}}</forceNormalTimeSpeed>
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      <minRange>5.9</minRange>
 
      '''Range:''' 9.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
      <soundCast>Longjump_Jump</soundCast>
 
      <soundLanding>Longjump_Land</soundLanding>
 
      <flyWithCarriedThing>{{Bad|false}}</flyWithCarriedThing>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="LongJumpMech">
+
=== Medical Tend Quality ===
    '''Def Name:''' LongjumpMechLauncher<br id="defName" />
+
* '''Post Process Curve:'''
    '''Label:''' jump launcher<br id="label" />
+
** '''Points:'''
    '''Description:''' Jump to a distant location using a built-in jump launcher.<br id="description" />
+
*** (0, 0)
    '''Display Gizmo While Undrafted:'''{{Bad|false}}<displayGizmoWhileUndrafted/><br />
+
*** (1.0, 1.0)
    '''Disable Gizmo While Undrafted:''' {{Good|true}}<disableGizmoWhileUndrafted/><br />
+
*** (2.0, 1.5)
    '''Charges:''' 2<charges/><br />
+
*** (4.0, 2.0)
    '''Cooldown Ticks Range:''' {{Ticks|20000}}<cooldownTicksRange/><!-- 8h -->
+
{{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=}}
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Range:''' 15<range/><br />
 
      <minRange>6</minRange>
 
      <warmupEffecter>JumpMechWarmupEffect</warmupEffecter>
 
      '''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
      <flightEffecterDef>JumpMechFlightEffect</flightEffecterDef>
 
      <flyWithCarriedThing>{{Good|true}}</flyWithCarriedThing>
 
      <soundLanding>JumpMechLand</soundLanding>
 
      <soundCast Inherit="{{Bad|False}}" /><br />
 
    <br /><br /><!---->
 
    <jobDef>CastJump</jobDef>
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Meditation Plant Growth Offset ===
    '''Def Name:''' SmokepopMech<br id="defName" />
+
* '''Parts:'''
    '''Label:''' mech smokepop<br id="label" />
+
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
    '''Description:''' Release compressed smoke from concealed vents. Smoke reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.<br id="description" />
+
*** Radius: '''34.9'''
    <iconPath>UI/Abilities/MechSmokepop</iconPath>
+
*** '''Curve:'''
    '''Cooldown Ticks Range:''' {{Ticks|900000}}<cooldownTicksRange/><!-- 15 days -->
+
**** '''Points:'''
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
+
***** (0,  0.0)
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
***** (5,  -0.08)
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
***** (10, -0.15)
    # '''''Verb Properties:'''''<br /><br />
+
***** (50, -0.3)
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
+
{{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=}}
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 3.9<range/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />   
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySmokepop">
 
        <smokeRadius>3.5</smokeRadius>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>15</clamorRadius>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Slave Suppression Fall Rate ===
    '''Def Name:''' FirefoampopMech<br id="defName" />
+
* '''Parts:'''
    '''Label:''' firefoam pop<br id="label" />
+
** '''StatPart_Terror'''
    '''Description:''' Release a fire-retardant foam in a circular area.<br id="description" />
+
** '''StatPart_GearStatOffset:'''
    <iconPath>UI/Abilities/MechFirefoamPop</iconPath>
+
*** Apparel Stat: '''SlaveSuppressionOffset'''
    '''Cooldown Ticks Range:''' {{Ticks|300000}}<cooldownTicksRange/><!-- 5 days -->
+
*** Subtract: '''{{Good|true}}'''
    '''Display Gizmo While Undrafted:'''{{Bad|false}}<displayGizmoWhileUndrafted/><br />
+
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
    '''Disable Gizmo While Undrafted:''' {{Good|true}}<disableGizmoWhileUndrafted/><br />
+
*** Use Biological Years: '''{{Good|true}}'''
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
+
*** Humanlike Only: '''{{Good|true}}'''
    '''Hostile:''' {{Bad|false}}<hostile/><br />
+
*** '''Curve:'''
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
**** '''Points:'''
    # '''''Verb Properties:'''''<br /><br />
+
***** (3, -0.5)
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
+
***** (13, -0.3)
      '''Warmup Time:''' 0.5<warmupTime/><br />
+
***** (16, 0)
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
+
{{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=}}
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />     
 
      '''Range:''' 3.9<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityFirefoampop">
 
        <firefoamRadius>3.5</firefoamRadius>
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>15</clamorRadius>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef>
+
=== Shooting Accuracy Multiplier (Child) ===
    '''Def Name:''' ResurrectionMech<br id="defName" />
+
* '''Parts:'''
    '''Label:''' resurrect mech<br id="label" />
+
** '''StatPart_Age:'''
    '''Description:''' Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed.<br id="description" />
+
*** Use Biological Years: '''{{Good|true}}'''
    <iconPath>UI/Abilities/MechResurrection</iconPath>
+
*** Humanlike Only: '''{{Good|true}}'''
    '''Cooldown Ticks Range:''' {{Ticks|120}}<cooldownTicksRange/><br />
+
*** '''Curve:'''
    <warmupStartSound>MechResurrect_Warmup</warmupStartSound>
+
**** '''Points:'''
    <warmupEffecter>ApocrionAoeWarmup</warmupEffecter>
+
***** (4,0.95)
    <jobDef>CastAbilityGoToThing</jobDef>
+
***** (12,0.98)
    '''Can Use Aoe To Get Targets:''' {{Good|true}}<canUseAoeToGetTargets/><br />
+
***** (13,1)
    <useAverageTargetPositionForWarmupEffecter>{{Good|true}}</useAverageTargetPositionForWarmupEffecter>
+
{{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=}}
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Effect Radius:''' 5<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />
 
      '''Range:''' 9.9<range/><br />
 
      '''Warmup Time:''' 4<warmupTime/><br />
 
      <soundCast>MechResurrect_Cast</soundCast>
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        <canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Good|true}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_ResurrectMech">
 
        <maxCorpseAgeTicks>3600</maxCorpseAgeTicks><!-- 60 seconds -->
 
        <costs>
 
          <li>
 
            <weightClass>Light</weightClass>
 
            <cost>1</cost>
 
          </li><br />
 
          <li>
 
            <weightClass>Medium</weightClass>
 
            <cost>3</cost>
 
          </li><br />
 
          <li>
 
            <weightClass>Heavy</weightClass>
 
            <cost>5</cost>
 
          </li><br />
 
        </costs>
 
        <appliedEffecterDef>MechResurrected</appliedEffecterDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
</Defs>
+
=== Fertility ===
<!-- Anomaly Abilities -->
+
==== Male ====
<Defs>
+
* '''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=}}
  
  <!-- Bases -->
+
==== Female ====
 +
** '''Female Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (20, 1)
 +
***** (28, 1)
 +
***** (35, 0.5)
 +
***** (40, 0.1)
 +
***** (45, 0.02)
 +
***** (50, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
</div>
 +
</div>
  
  <AbilityDef Name="SpikeLaunchBase" Abstract="{{Good|True}}">
+
<div class="mw-collapsible mw-collapsed">
    '''Label:''' spike launch<br id="label" />
 
    '''Description:''' Launch a bone spike at a target.<br id="description" />
 
    '''Cooldown Ticks Range:''' {{Ticks|120}}<cooldownTicksRange/><br />
 
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      <soundCast>Ability_SpineLaunch</soundCast>
 
      <ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  
  <ThingDef ParentName="BaseBullet" Name="SpikeBase" Abstract="{{Good|True}}">
+
== Stat Categories ==
    '''Label:''' spike<br id="label" />
+
<div class="mw-collapsible-content">
    <graphicData>
+
{| id="Stat Categories" {{STDT|sortable}}
      <graphicClass>Graphic_Single</graphicClass>
+
! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source
    </graphicData>
+
<!-- Core StatCategories -->
    <projectile>
+
<!--================ General ================-->
      <damageDef>RangedStab</damageDef>
+
|-
      <armorPenetrationBase>1</armorPenetrationBase>
+
| Basics
      <stoppingPower>1</stoppingPower>
+
! Basics
      <speed>55</speed>
+
| 10
    </projectile>
+
| {{Good|true}}
  </ThingDef>
+
| 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>
  
  <!-- Toughspike/Trispike -->
+
<div class="mw-collapsible mw-collapsed">
  
  <AbilityDef ParentName="SpikeLaunchBase">
+
== Stat Bases ==
    '''Def Name:''' SpikeLaunch_Toughspike<br id="defName" />
+
<div class="mw-collapsible-content">
    # '''''Verb Properties:'''''<br /><br />
+
{| id="Stat Bases" {{STDT|sortable collapsible}}
      '''Range:''' 5.9<range/><br />
+
! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category
      <defaultProjectile>Spike_Toughspike</defaultProjectile>
+
|- id="ButcherySpeedBase"
    <br /><br /><!---->
+
! ButcherySpeedBase
  </AbilityDef><br />
+
| PawnWork
  <ThingDef ParentName="SpikeBase">
+
|
    '''Def Name:''' Spike_Toughspike<br id="defName" />
+
* Default Base Value: '''{{%|1}}'''
    <graphicData>
+
* Min Value: '''{{%|0.1}}'''
      <texPath>Things/Projectile/Projectile_Toughspike</texPath>
+
* To String Style: '''PercentZero'''
    </graphicData>
+
|
    <projectile>
+
* ''Stat Factors:''
      <damageAmountBase>9</damageAmountBase>
+
** '''[[Global Work Speed]]'''
    </projectile>
+
* '''Capacity Factors:'''
  </ThingDef>
+
** 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>
  
  <!-- Fingerspike -->
+
<div class="mw-collapsible mw-collapsed">
 +
== List of Stats by defName ==
 +
<div class="mw-collapsible-content">
 +
* 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
  
  <AbilityDef ParentName="SpikeLaunchBase">
+
</div>
    '''Def Name:''' SpikeLaunch_Fingerspike<br id="defName" />
+
</div>
    # '''''Verb Properties:'''''<br /><br />
 
      '''Range:''' 3.9<range/><br />
 
      <defaultProjectile>Spike_Fingerspike</defaultProjectile>
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  <ThingDef ParentName="SpikeBase">
 
    '''Def Name:''' Spike_Fingerspike<br id="defName" />
 
    <graphicData>
 
      <texPath>Things/Projectile/Projectile_Fingerspike</texPath>
 
    </graphicData>
 
    <projectile>
 
      <damageAmountBase>7</damageAmountBase>
 
    </projectile>
 
  </ThingDef>
 
  
  <!-- Gorehulk -->
+
<div class="mw-collapsible mw-collapsed">
 +
== Stat Statistics ==
 +
<div class="mw-collapsible-content">
  
  <AbilityDef ParentName="SpikeLaunchBase">
+
* 242 <StatDef
    '''Def Name:''' SpineLaunch_Gorehulk<br id="defName" />
+
** 175 <StatDef>
    '''Label:''' spine launch<br id="label" />
+
* 35 <StatCategoryDef>
    '''Description:''' Launch a keratin spine at a target to do damage.<br id="description" />
+
** 35 <displayOrder>
    '''Cooldown Ticks Range:''' {{Ticks|130}}<cooldownTicksRange/><br />
+
** 10 <displayAllByDefault>
    # '''''Verb Properties:'''''<br /><br />
 
      '''Range:''' 17.9<range/><br />
 
      <soundCast>Gorehulk_Spine_Launch</soundCast>
 
      <defaultProjectile>Spine_Gorehulk</defaultProjectile>
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
  <ThingDef ParentName="SpikeBase">
 
    '''Def Name:''' Spine_Gorehulk<br id="defName" />
 
    '''Label:''' spine<br id="label" />
 
    <graphicData>
 
      <texPath>Things/Projectile/Projectile_GorehulkSpike</texPath>
 
    </graphicData>
 
    <projectile>
 
      <armorPenetrationBase>0.15</armorPenetrationBase>
 
      <damageAmountBase>12</damageAmountBase>
 
    </projectile>
 
  </ThingDef>
 
  
  <!-- Devourer -->
+
* 265 <defName>
 +
* 266 <label>
 +
* 224 <description>
 +
* 192 <category>
 +
* 193 <displayPriorityInCategory>
  
  <AbilityDef>
+
=== Level 2 ===
    '''Def Name:''' ConsumeLeap_Devourer<br id="defName" />
+
* 61 <parts>
    '''Label:''' consume leap<br id="label" />
+
* 39 <capacityFactors>
    '''Description:''' Leap onto a target and begin digesting it.<br id="description" />
+
* 38 <skillNeedFactors>
    '''Cooldown Ticks Range:''' {{Ticks|3600}}<cooldownTicksRange/><br /> <!-- 60 seconds -->
+
* 20 <statFactors>
    <jobDef>CastJump</jobDef>
+
* 8 <postProcessCurve>
    '''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
+
* 7 <skillNeedOffsets>
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
+
* 5 <capacityOffsets>
    # '''''Verb Properties:'''''<br /><br />
+
* 3 <postProcessStatFactors>
      '''Verb Class:''' Verb_CastAbilityConsumeLeap<verbClass/><br />
+
* 3 <showOnPawnKind>
      '''Label:''' consume leap<br id="label" />
 
      '''Range:''' 9.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      <soundCast>Pawn_Devourer_Jump</soundCast>
 
      <soundLanding>Pawn_Devourer_Land</soundLanding>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_ConsumeLeap">
 
        <maxBodySize>2.5</maxBodySize>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <!-- Entity skip -->
+
=== Types ===
 +
242 Total
 +
* 35 Categories
 +
* 207 Stats
 +
==== Bases ====
 +
# ButcherySpeedBase
 +
# ButcheryEfficiencyBase
 +
# ArmorRatingBase
 +
# InsulationBase
 +
# MarketValueBase
 +
# MeditationFocusBase
 +
# ShootingAccuracyFactorBase
 +
# MechStatBase
 +
# IntellectualSkillBase
 +
# AccuracyBase
 +
# DarknessCombat
 +
# MechanitorStatBase
  
  <AbilityDef Name="EntitySkip">
+
1 Non Base Parents
    '''Def Name:''' EntitySkip<br id="defName" />
+
* Beauty
    '''Label:''' entity skip<br id="label" /> <!-- non-player facing -->
 
    '''Category{{RoyaltyIcon}}:''' Skip<category/><br />
 
    '''Description:''' Teleport to a target destination.<br id="description" /> <!-- non-player facing -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Cooldown Ticks Range:''' {{Ticks|180~480}}<cooldownTicksRange/><br /> <!-- 3 to 8 seconds -->
 
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
    <showOnCharacterCard>{{Bad|false}}</showOnCharacterCard>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_EntitySkip<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Warmup Time:''' 0<warmupTime/><br />
 
      '''Range:''' 99.9<range/><br />
 
      <ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityTeleport">
 
        '''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
        <destination>Selected</destination>
 
        <requiresLineOfSight>{{Bad|false}}</requiresLineOfSight>
 
        '''Range:''' -1<range/><br />
 
        <clamorType>Ability</clamorType>
 
        <clamorRadius>10</clamorRadius>
 
        <destClamorType>Ability</destClamorType>
 
        <destClamorRadius>10</destClamorRadius>
 
        <maxBodySize>10</maxBodySize>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  
  <AbilityDef ParentName="EntitySkip">
+
=== Classes ===
    '''Def Name:''' UnnaturalCorpseSkip<br id="defName" />
+
* 39 SkillNeed_BaseBonus
    '''Cooldown Ticks Range:''' {{Ticks|1200}}<cooldownTicksRange/><br /> <!-- 20 seconds -->
+
* 8 SkillNeed_Direct
  </AbilityDef><br />
+
==== Stat Parts ====
 
+
* 1 StatPart_AddedBodyPartsMass
  <!-- Heatspikes -->
+
* 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
  
  <AbilityDef>
+
</div>
    '''Def Name:''' Heatspikes<br id="defName" />
 
    '''Label:''' heatspikes<br id="label" />
 
    '''Description:''' Fire a burst of low-accuracy energy bolts.<br id="description" />
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Cooldown Ticks Range:''' {{Ticks|90~180}}<cooldownTicksRange/><br /> <!-- 1.5 to 3 seconds -->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
      <defaultProjectile>Bullet_Heatspike</defaultProjectile>
 
      '''Range:''' 24.9<range/><br />
 
      <soundCast>Heatspikes_Shot</soundCast>
 
      <soundCastTail>Heatspikes_Tail</soundCastTail>
 
      <muzzleFlashScale>9</muzzleFlashScale>
 
      <ticksBetweenBurstShots>6</ticksBetweenBurstShots>
 
      '''Warmup Time:''' 0<warmupTime/><br />
 
      <burstShotCount>12</burstShotCount>
 
      <accuracyTouch>0.9</accuracyTouch>
 
      <accuracyShort>0.8</accuracyShort>
 
      <accuracyMedium>0.7</accuracyMedium>
 
      <accuracyLong>0.6</accuracyLong>
 
      <ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
 
 
  <ThingDef ParentName="BaseBullet">
 
    '''Def Name:''' Bullet_Heatspike<br id="defName" />
 
    '''Label:''' heatspike shot<br id="label" />
 
    <graphicData>
 
      <texPath>Things/Projectile/Nociosphere_Heatspike</texPath>
 
      <graphicClass>Graphic_Random</graphicClass>
 
      <shaderType>TransparentPostLight</shaderType>
 
    </graphicData>
 
    <projectile>
 
      <damageDef>EnergyBolt</damageDef>
 
      <damageAmountBase>18</damageAmountBase>
 
      <speed>90</speed>
 
      <bulletChanceToStartFire>1</bulletChanceToStartFire>
 
    </projectile>
 
  </ThingDef>
 
 
 
  <!-- Fleshmelter bolt -->
 
 
 
  <AbilityDef>
 
    '''Def Name:''' FleshmelterBolt<br id="defName" />
 
    '''Label:''' fleshmelter bolt<br id="label" />
 
    '''Description:''' Launch a large bolt of energy which generates a high-temperature explosion.<br id="description" />
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Cooldown Ticks Range:''' {{Ticks|120~240}}<cooldownTicksRange/><br /> <!-- 2 to 4 seconds -->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
      <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 
      '''Range:''' 24.9<range/><br />
 
      '''Warmup Time:''' 1.5<warmupTime/><br />
 
      <muzzleFlashScale>9</muzzleFlashScale>
 
      <burstShotCount>1</burstShotCount>
 
      <accuracyTouch>0.9</accuracyTouch>
 
      <accuracyShort>0.8</accuracyShort>
 
      <accuracyMedium>0.7</accuracyMedium>
 
      <accuracyLong>0.6</accuracyLong>
 
      <beamTargetsGround>{{Good|true}}</beamTargetsGround>
 
      <soundAiming>FleshmelterBolt_Charging</soundAiming>
 
      <ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
      <ai_ProjectileLaunchingIgnoresMeleeThreats>{{Good|true}}</ai_ProjectileLaunchingIgnoresMeleeThreats>
 
     
 
      <aimingLineMote>Mote_FleshmelterBolt_Aim</aimingLineMote>
 
      <aimingChargeMote>Mote_FleshmelterBolt_Charge</aimingChargeMote>
 
      <aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
 
      <aimingLineMoteFixedLength>15.9</aimingLineMoteFixedLength>
 
      <aimingTargetMote>Mote_FleshmelterBolt_Target</aimingTargetMote>
 
     
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
        '''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
        '''Can Target Buildings:''' {{Good|true}}<canTargetBuildings/><br />
 
        <canTargetPlants>{{Good|true}}</canTargetPlants>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
  </AbilityDef><br />
 
 
 
  <ThingDef ParentName="BaseBullet">
 
    '''Def Name:''' Bullet_FleshmelterBolt<br id="defName" />
 
    '''Label:''' fleshmelter bolt<br id="label" />
 
    <thingClass>Projectile_Explosive</thingClass>
 
    <graphicData>
 
      <texPath>Things/Projectile/FleshmelterBolt</texPath>
 
      <graphicClass>Graphic_Single</graphicClass>
 
      <shaderType>Mote</shaderType>
 
      <drawSize>(1.5, 3)</drawSize>
 
    </graphicData>
 
    <projectile>
 
      <damageDef>NociosphereVaporize</damageDef>
 
      <damageAmountBase>150</damageAmountBase>
 
      <speed>75</speed>
 
      <soundAmbient>FleshmelterBolt_Launch</soundAmbient>
 
      <explosionRadius>2.49</explosionRadius>
 
      <screenShakeFactor>1.25</screenShakeFactor>
 
      <explosionChanceToStartFire>0.75</explosionChanceToStartFire>
 
    </projectile>
 
  </ThingDef>
 
 
 
  <!-- Agony pulse -->
 
 
 
  <AbilityDef>
 
    '''Def Name:''' AgonyPulse<br id="defName" />
 
    '''Label:''' agony pulse<br id="label" />
 
    '''Description:''' Generate a pulse of psychic pain emanating from a target location.<br id="description" />
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    <showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
    '''Cooldown Ticks Range:''' {{Ticks|900}}<cooldownTicksRange/><br /> <!-- 15 seconds -->
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Effect Radius:''' 2.9<Ability_EffectRadius/><br />
 
    <br /><br /><!---->
 
    <warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 
      '''Range:''' 24.9<range/><br />
 
      '''Warmup Time:''' 1.0<warmupTime/><br />
 
      <soundCast>AgonyPulse_Cast</soundCast>
 
      <ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
      <ai_ProjectileLaunchingIgnoresMeleeThreats>{{Good|true}}</ai_ProjectileLaunchingIgnoresMeleeThreats>
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediffPsychic">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediffPsychic<br id="compClass" />
 
        <durationSecondsOverride>2000~4000</durationSecondsOverride> <!-- 2 to 4 days -->
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
        '''Hediff Def:''' AgonyPulse<hediffDef/><br />
 
        <onlyBrain>{{Good|true}}</onlyBrain>
 
        <ignoreSelf>{{Good|true}}</ignoreSelf>
 
        <severity>0</severity>
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>AgonyPulseExplosion</effecterDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <!-- Unnatural healing -->
 
 
 
  <AbilityDef ParentName="AbilityTouchBase">
 
    '''Def Name:''' UnnaturalHealing<br id="defName" />
 
    '''Label:''' unnatural healing<br id="label" />
 
    '''Description:''' Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.<br id="description" />
 
    <iconPath>UI/Abilities/UnnaturalHealing</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|360000}}<cooldownTicksRange/><br /> <!-- 6 days -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Range:''' -1<range/><br />
 
      '''Warmup Time:''' 4.5<warmupTime/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_UnnaturalHealing" /><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>UnnaturalHealing</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <!-- Shape flesh -->
 
 
 
  <AbilityDef Name="ShapeFlesh">
 
    '''Def Name:''' ShapeFlesh<br id="defName" />
 
    '''Label:''' shape flesh<br id="label" />
 
    '''Description:''' Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.<br id="description" />
 
    <iconPath>UI/Abilities/ShapeFlesh</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|2400}}<cooldownTicksRange/><br /> <!-- 40 seconds -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      '''Range:''' 24.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
 
      <drawHighlightWithLineOfSight>{{Good|true}}</drawHighlightWithLineOfSight>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        <canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
        <onlyTargetCorpses>{{Good|true}}</onlyTargetCorpses>
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_FleshbeastFromCorpse" /><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <!-- Transmute steel -->
 
 
 
  <AbilityDef ParentName="AbilityTouchBase">
 
    '''Def Name:''' TransmuteSteel<br id="defName" />
 
    '''Label:''' transmute steel<br id="label" />
 
    '''Description:''' Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.<br id="description" />
 
    <iconPath>UI/Abilities/TransmuteSteel</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|50000}}<cooldownTicksRange/><br /> <!-- 20 hours -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 
    <useAverageTargetPositionForWarmupEffecter>{{Good|true}}</useAverageTargetPositionForWarmupEffecter>
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      '''Range:''' -1<range/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Buildings:''' {{Good|true}}<canTargetBuildings/><br />
 
        '''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
        <canTargetItems>{{Good|true}}</canTargetItems>
 
        '''Thing Category:''' Item<thingCategory/><br />
 
        '''Map Object Targets Must Be Auto Attackable:''' {{Bad|false}}<mapObjectTargetsMustBeAutoAttackable/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_Transmute">
 
        <failedMessage>Must target steel, steel slag chunks, steel buildings, or steel items.</failedMessage>
 
        <elementRatios>
 
          <li>
 
            <sourceStuff>Steel</sourceStuff>
 
            <ratio>1</ratio>
 
          </li><br />
 
          <li>
 
            <sourceStuff>ChunkSlagSteel</sourceStuff>
 
            <ratio>15</ratio>
 
          </li><br />
 
        </elementRatios>
 
        <outcomeStuff>
 
          <li>Plasteel</li><br />
 
          <li>Gold</li><br />
 
          <li>Uranium</li><br />
 
          <li>Bioferrite</li><br />
 
        </outcomeStuff>
 
        <outcomeItems>
 
          <li>Plasteel</li><br />
 
          <li>Gold</li><br />
 
          <li>Uranium</li><br />
 
          <li>Bioferrite</li><br />
 
          <li>Meat_Twisted</li><br />
 
        </outcomeItems>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' PsychicSlaughter<br id="defName" />
 
    '''Label:''' psychic slaughter<br id="label" />
 
    '''Description:''' Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.<br id="description" />
 
    <iconPath>UI/Abilities/Slaughter</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 1 day -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 
    <writeCombatLog>{{Good|true}}</writeCombatLog>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Warmup Time:''' 2<warmupTime/><br />
 
      '''Range:''' 4.9<range/><br />
 
      '''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
 
      <drawHighlightWithLineOfSight>{{Good|true}}</drawHighlightWithLineOfSight>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_PsychicSlaughter" /><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' ReleaseDeadlifeDust<br id="defName" />
 
    '''Label:''' release deadlife dust<br id="label" />
 
    '''Description:''' Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.<br id="description" />
 
    <iconPath>UI/Abilities/ReleaseDeadlifeDust</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 1 day -->
 
    <showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    '''Hot Key:''' Misc1<hotKey/><br />
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Label:''' release deadlife dust<br id="label" />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      '''Violent:'''{{Bad|false}}<violent/><br />
 
      '''Targetable:''' {{Bad|false}}<targetable/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
      <soundCast>DeadlifeRelease</soundCast>
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityReleaseGas">
 
        <gasType>DeadlifeDust</gasType>
 
        <cellsToFill>15</cellsToFill>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' GhoulFrenzy<br id="defName" />
 
    '''Label:''' ghoul frenzy<br id="label" />
 
    '''Description:''' Use the adrenal heart to saturate the bloodstream with stress hormones and liquid energy, permitting the ghoul to move and attack at incredible speeds for a short time.<br id="description" />
 
    <iconPath>UI/Abilities/GhoulFrenzy</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|1800}}<cooldownTicksRange/><br /> <!-- 30 seconds -->
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
    '''Display Gizmo While Undrafted:'''{{Bad|false}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
    '''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
 
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 15<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      <nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
      <soundCast>Pawn_Ghoul_Frenzy</soundCast>
 
      '''Targetable:''' {{Bad|false}}<targetable/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' GhoulFrenzy<hediffDef/><br />
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' CorrosiveSpray<br id="defName" />
 
    '''Label:''' corrosive spray<br id="label" />
 
    '''Description:''' Use the corrosive heart to spray acid a short distance. The heart pumps the corrosive fluid through a surgically implanted duct, allowing the ghoul to spew it from their mouth at high velocity.<br id="description" />
 
    <iconPath>UI/Abilities/AcidSpray</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|5000}}<cooldownTicksRange/><br />
 
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
    <displayOrder>300</displayOrder>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Range:''' 11.9<range/><br />
 
      '''Warmup Time:''' 0.25<warmupTime/><br />
 
      <soundCast>AcidSpray_Resolve</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilitySprayLiquid">
 
        <projectileDef>Proj_CorrosiveFluid</projectileDef>
 
        <numCellsToHit>9</numCellsToHit>
 
        <sprayEffecter>AcidSpray_Directional</sprayEffecter>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
  <ThingDef>
 
    '''Def Name:''' Proj_CorrosiveFluid<br id="defName" />
 
    '''Label:''' corrosive fluid<br id="label" />
 
    <thingClass>Projectile_Liquid</thingClass>
 
    '''Category:''' Projectile<category/><br />
 
    <tickerType>Normal</tickerType>
 
    <altitudeLayer>Projectile</altitudeLayer>
 
    <useHitPoints>{{Bad|False}}</useHitPoints>
 
    <neverMultiSelect>{{Good|True}}</neverMultiSelect>
 
    <graphicData>
 
      <texPath>Things/Projectile/Acid</texPath>
 
      <graphicClass>Graphic_Random</graphicClass>
 
      <shaderType>MoteGlow</shaderType>
 
      <drawSize>0.85</drawSize>
 
    </graphicData>
 
    <projectile>
 
      <damageDef>AcidBurn</damageDef>
 
      <speed>25</speed>
 
      <damageAmountBase>30</damageAmountBase>
 
      <arcHeightFactor>0.4</arcHeightFactor>
 
      <armorPenetrationBase>0.8</armorPenetrationBase>
 
      <stoppingPower>1</stoppingPower>
 
      <shadowSize>0</shadowSize>
 
      <filth>Filth_SpentAcid</filth>
 
      <filthCount>1</filthCount>
 
    </projectile>
 
  </ThingDef>
 
 
 
  <AbilityDef>
 
    '''Def Name:''' MetalbloodInjection<br id="defName" />
 
    '''Label:''' metalblood injection<br id="label" />
 
    '''Description:''' Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.<br id="description" />
 
    <iconPath>UI/Abilities/MetalbloodInjection</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|15000}}<cooldownTicksRange/><br /> <!-- 6 hours -->
 
    '''Hostile:''' {{Bad|false}}<hostile/><br />
 
    '''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
    '''Display Gizmo While Undrafted:'''{{Good|true}}<displayGizmoWhileUndrafted/><br />
 
    '''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
    '''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
    '''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
 
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 40<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      <nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
      <soundCast>Pawn_Ghoul_Frenzy</soundCast>
 
      '''Targetable:''' {{Bad|false}}<targetable/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' Metalblood<hediffDef/><br />
 
        <onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
        <replaceExisting>{{Good|true}}</replaceExisting>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' RevenantInvisibility<br id="defName" />
 
    '''Label:''' revenant invisibility<br id="label" />
 
    '''Description:''' Use the revenant vertebrae to temporarily turn invisible. The prosthetic manipulates the visual centers of those nearby, letting the user pass unnoticed.<br id="description" />
 
    <iconPath>UI/Abilities/RevenantInvisibility</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 6 hours -->
 
    <writeCombatLog>{{Good|True}}</writeCombatLog>
 
    '''Hot Key:''' Misc12<hotKey/><br />
 
    '''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Stat Bases:'''''<br /><br />
 
      '''Ability Duration:''' 15<Ability_Duration/><br />
 
    <br /><br /><!---->
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
      <nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
      '''Warmup Time:''' 1<warmupTime/><br />
 
      '''Range:''' 19.9<range/><br />
 
      '''Targetable:''' {{Bad|false}}<targetable/><br />
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveHediff">
 
        '''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
        '''Hediff Def:''' PsychicInvisibility<hediffDef/><br />
 
        '''Psychic:''' {{Good|True}}<psychic/><br />
 
      </li><br />
 
      <li Class="CompProperties_AbilityFleckOnTarget">
 
        <fleckDef>PsycastPsychicEffect</fleckDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
  <AbilityDef>
 
    '''Def Name:''' VoidTerror<br id="defName" />
 
    '''Label:''' void terror<br id="label" />
 
    '''Description:''' Psychically induce terrifying hallucinations, causing a person to flee in terror.<br id="description" />
 
    <iconPath>UI/Abilities/VoidTerror</iconPath>
 
    '''Cooldown Ticks Range:''' {{Ticks|7500}}<cooldownTicksRange/><br /> <!-- 3 hours -->
 
    <warmupEffecter>HoraxianSpellDark_Warmup</warmupEffecter>
 
    '''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
    <writeCombatLog>{{Good|true}}</writeCombatLog>
 
    '''Charges:''' 5<charges/><br />
 
    '''Cooldown Per Charge:''' {{Good|true}}<cooldownPerCharge/><br />
 
    '''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
    # '''''Verb Properties:'''''<br /><br />
 
      '''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
      '''Warmup Time:''' 0.5<warmupTime/><br />
 
      '''Range:''' 31.9<range/><br />
 
      '''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />
 
      '''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
      <soundCast>VoidTerrorCast</soundCast>
 
      # '''''Target Params:'''''<br /><br />
 
        '''Can Target Locations:''' {{Bad|false}}<canTargetLocations/><br />
 
        '''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
        '''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
        '''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
        '''Can Target Humans:''' {{Good|true}}<canTargetHumans/><br />
 
        '''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
        '''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
        '''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
        '''Never Target Incapacitated:''' {{Good|true}}<neverTargetIncapacitated/><br />
 
      <br /><br /><!---->
 
    <br /><br /><!---->
 
    <comps>
 
      <li Class="CompProperties_AbilityGiveMentalState">
 
        '''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
        '''State Def:''' TerrifyingHallucinations<stateDef/><br />
 
        '''Goodwill Impact:''' -25<goodwillImpact/><br />
 
        <forced>{{Good|true}}</forced>
 
      </li><br />
 
      <li Class="CompProperties_AbilityConnectingFleckLine">
 
        <fleckDef>PsycastPsychicLine</fleckDef>
 
      </li><br />
 
      <li Class="CompProperties_AbilityEffecterOnTarget">
 
        <effecterDef>VoidTerror_Target</effecterDef>
 
      </li><br />
 
    </comps><br />
 
  </AbilityDef><br />
 
 
 
</Defs>
 
 
</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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wide


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