Difference between revisions of "User:JuliaCat/test"

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m (→‎Stats: more corrections, plus graphs for curved points)
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<div class="mw-collapsible">
 
<div class="mw-collapsible">
== Stat Graphs ==
+
== Room Stats ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
=== Cooking Speed ===
+
<div>
* '''Post Process Curve:'''
+
<!-- Core RoomStats.xml -->
** '''Points:'''
+
{| {{STDT}}
*** (-20, 0.01)
+
! Name !! Details !! Score Stages / Curve
*** (0, 0.4)
+
<!--======= Primary stats (calcualated from physical conditions) =======-->
*** (20, 1.6)
+
|- id="Impressiveness" <!-- defName="Impressiveness" -->
{{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=}}
+
! Impressiveness
 
+
|<!-- Details -->
=== Market Value ===
+
* Worker Class: '''RoomStatWorker_Impressiveness'''
==== Item Hit Points ====
+
* Update Priority: '''1'''
* '''Parts:'''
+
* Display Rounded: {{Good|true}}
** '''StatPart_Health:'''
+
* Roomless Score: '''0'''
*** '''Curve:'''
+
| '''Score Stages:'''
**** '''Points:'''
+
{| {{STDT}}
***** (0.0, 0.0)
+
! Min Score !! Label
***** (0.5, 0.1)
+
|-
***** (0.6, 0.5)
+
!  -
***** (0.9, 1.0)
+
| awful
{{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=}}
+
|-
 
+
!  20
==== Pawn Age ====
+
| dull
* '''Parts:'''
+
|-
** '''StatPart_Age:''' {{BiotechIcon}}
+
!  30
*** Use Biological Years: '''{{Good|true}}'''
+
| mediocre
*** Humanlike Only: '''{{Good|true}}'''
+
|-
*** '''Curve:'''
+
!  40
**** '''Points:'''
+
| decent
***** (3,0.5)
+
|-
***** (13,0.9)
+
!  50
***** (18,1)
+
| slightly impressive
{{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=}}
+
|-
 
+
!  65
=== Surgery Success Chance Factor ===
+
| somewhat impressive
* '''Parts:'''
+
|-
** '''StatPart_Glow:'''
+
!  85
*** '''Factor From Glow Curve:'''
+
| very impressive
**** '''Points:'''
+
|-
***** (0,0.75)
+
! 120
***** (0.50,1.00)
+
| extremely impressive
{{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=}}
+
|-
 
+
! 170
=== Melee Hit Chance ===
+
| unbelievably impressive
==== Post Process Curve ====
+
|-
* '''Post Process Curve:'''
+
! 240
** '''Points:'''
+
| wondrously impressive
*** (-20, 0.05)
+
|}
*** (-10, 0.10)
+
|- id="Wealth" <!-- defName="Wealth" -->
*** (0.0, 0.50)
+
! Wealth
*** (10, 0.80)
+
|<!-- Details -->
*** (20, 0.90)
+
* Worker Class: '''RoomStatWorker_Wealth'''
*** (40, 0.96)
+
* Update Priority: '''2'''
*** (60, 0.98)
+
* Display Rounded: {{Good|true}}
{{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=}}
+
* Roomless Score: '''0'''
 
+
| '''Score Stages:'''
==== Pawn Age ====
+
{| {{STDT}}
* '''Parts:'''
+
! Min Score !! Label
** '''StatPart_Age:''' {{BiotechIcon}}
+
|-
*** Use Biological Years: '''{{Good|true}}'''
+
!      -
*** Humanlike Only: '''{{Good|true}}'''
+
| impoverished
*** '''Curve:'''
+
|-
**** '''Points:'''
+
!    500
***** (4,0.05)
+
| somewhat poor
***** (12,0.8)
+
|-
***** (13,1)
+
!    700
{{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=}}
+
| mediocre
 
+
|-
=== Melee Dodge Chance ===
+
!    2000
* '''Post Process Curve:'''
+
| somewhat rich
** '''Points:'''
+
|-
*** (5, 0)
+
!    4000
*** (20, 0.30)
+
| rich
*** (60, 0.50)
+
|-
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Dodge Chance Percentage|type=line|x=5, 20, 60|y=0, 0.30, 0.50|interpolate=monotone|xGrid=|yGrid=}}
+
!  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>
 +
 
 +
== Stats Nav Test ==
 +
<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]]
 +
 
 +
<!-- 242 StatDefs: 230 Stats, 12 Bases, 233 defNames -->
 +
;Basics - <small>Important</small><!--{1} 3 StatDefs
 +
-->
 +
:[[Honor Value]] {{RoyaltyIcon}}<!--{2508}
 +
--> &bull; [[Market Value]]<!--{ParentName="MarketValueBase", 2510}
 +
--> &bull; [[Market Value Ignoring Hitpoints]]<!--{ParentName="MarketValueBase", 2510, Always Hide}
 +
-->
 +
 
 +
;Basics - <small>Non Pawn Important</small><!--{2} 4 StatDefs
 +
-->
 +
:[[Nutrition]]<!--{3000}
 +
--> &bull; [[Medical Potency]]<!--{4000}
 +
--> &bull; [[Medical Tend Quality Maximum]]<!--{4010}
 +
--> &bull; [[Max Hit Points]]<!--{99997}
 +
-->
 +
 
 +
;Basics - <small>Basics</small><!--{10} 9 StatDefs
 +
-->
 +
:[[Mass]]<!--{1500}
 +
--> &bull; [[Flammability]]<!--{3000}
 +
--> &bull; [[Psychic Sensitivity Factor]]<!--{3500}
 +
--> &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}
 +
-->
 +
 
 +
;Basics - <small>[[Pawn]]</small><!--{11} 38 StatDefs
 +
-->
 +
:[[Fertility]] {{BiotechIcon}}<!--{-}
 +
--> &bull; [[Hemogen Gain Multiplier]] {{BiotechIcon}}<!--{-}
 +
--> &bull; [[Recreation Fall Rate]]<!--{-}
 +
--> &bull; [[Sleep Fall Rate]]<!--{-}
 +
--> &bull; [[Eating Speed]]<!--{1000}
 +
--> &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}
 +
-->
  
=== Shooting Accuracy ===
+
;Basics - <small>Non Pawn</small><!--{12} 11 StatDefs
* '''Post Process Curve:'''
+
-->
** '''Points:'''
+
:[[Construction Speed (Material Factor)]]<!--{2500}
*** (-20, 0.70)
+
--> &bull; [[Deterioration Rate]]<!--{2500}
*** (-10, 0.80)
+
--> &bull; [[Sell Price Multiplier]]<!--{2509}
*** (-6, 0.83)
+
--> &bull; [[Beauty]]<!--{3000}
*** (-4, 0.85)
+
--> &bull; [[Outdoor Beauty]]<!--{ParentName="Beauty", 3000}
*** (-2, 0.87)
+
--> &bull; [[Cleanliness]]<!--{3000}
*** (0, 0.89)
+
--> &bull; [[Comfort]]<!--{3000}
*** (2, 0.93)
+
--> &bull; [[Work To Make]]<!--{3100}
*** (4, 0.94)
+
--> &bull; [[Food Poison Chance (Food Stat)]]<!--{4000}
*** (6, 0.95)
+
--> &bull; [[Shooting Accuracy (Turrets)]]<!--{4000}
*** (8, 0.96)
+
--> &bull; [[Style Dominance]] {{IdeologyIcon}}<!--{6000}
*** (10, 0.97)
+
-->
*** (12, 0.975)
+
 
*** (14, 0.98)
+
;[[Mechanoid]]<!--{13} 6 StatDefs
*** (16, 0.98333)
+
-->
*** (18, 0.98666)
+
:[[Bandwidth Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
*** (20, 0.99)
+
--> &bull; [[Energy Usage Multiplier]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
*** (22, 0.9925)
+
--> &bull; [[Wastepacks Per Recharge]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
*** (26, 0.995)
+
--> &bull; [[Control Taking Time]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2010}
*** (30, 0.9965)
+
--> &bull; [[Repair Energy Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2020}
*** (40, 0.998)
+
--> &bull; [[EMP Resistance]]<!--{ParentName="MechStatBase", May Require Any Of: Biotech, Anomaly; 2030}
*** (60, 0.999)
+
-->
{{Graph:Chart|width=400|height=200|xAxisTitle=Shooting Skill Points|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=-20, -10, -6, -4, -2, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 40, 60|y=0.70, 0.80, 0.83, 0.85, 0.87, 0.89, 0.93, 0.94, 0.95, 0.96, 0.97, 0.975, 0.98, 0.98333, 0.98666, 0.99, 0.9925, 0.995, 0.9965, 0.998, 0.999|yAxisMin=0.70|interpolate=monotone|xGrid=|yGrid=}}
+
 
 +
;[[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]]<!--{-}
 +
-->
 +
 
 +
;[[Apparel]]<!--{30} 13 StatDefs
 +
-->
 +
:[[Armor - Material effect multiplier]]<!--{1, Always Hide}
 +
--> &bull; [[Insulation - Cold - Material effect multiplier]]<!--{2, Always Hide}
 +
--> &bull; [[Insulation - Heat - Material effect multiplier]]<!--{3, Always Hide}
 +
--> &bull; [[Equip Delay]]<!--{50}
 +
--> &bull; [[Effect Radius]]<!--{60}
 +
--> &bull; [[Jump Range]] {{RoyaltyIcon}}<!--{60}
 +
--> &bull; [[Shield Recharge Rate]]<!--{69}
 +
--> &bull; [[Shield Max Energy]]<!--{70}
 +
--> &bull; [[Insulation - Heat]]<!--{ParentName="InsulationBase", 89}
 +
--> &bull; [[Insulation - Cold]]<!--{ParentName="InsulationBase", 90}
 +
--> &bull; [[Armor - Heat]]<!--{ParentName="ArmorRatingBase", 98}
 +
--> &bull; [[Armor - Blunt]]<!--{ParentName="ArmorRatingBase", 99}
 +
--> &bull; [[Armor - Sharp]]<!--{ParentName="ArmorRatingBase", 100}
 +
-->
 +
 
 +
;[[Weapon]] ([[Ranged weapons|Ranged]])<!--{44} 6 StatDefs
 +
-->
 +
:[[Damage Multiplier]]<!--{5105}
 +
--> &bull; [[Ranged Cooldown]]<!--{5106}
 +
--> &bull; [[Accuracy (Long)]]<!--{ParentName="AccuracyBase", 5107}
 +
--> &bull; [[Accuracy (Medium)]]<!--{ParentName="AccuracyBase", 5108}
 +
--> &bull; [[Accuracy (Short)]]<!--{ParentName="AccuracyBase", 5109}
 +
--> &bull; [[Accuracy (Close)]]<!--{ParentName="AccuracyBase", 5110}
 +
-->
 +
 
 +
;[[Weapon]] ([[Melee weapons|Melee]])<!--{48} 3 StatDefs
 +
-->
 +
:[[Melee Damage Multiplier]]<!--{5008}
 +
--> &bull; [[Melee Weapon Average Armor Penetration]]<!--{5009, For Information Only}
 +
--> &bull; [[Melee Damage Per Second]]<!--{5010, For Information Only}
 +
-->
  
=== Aiming Time ===
+
;[[Building]]<!--{50} 20 StatDefs
* '''Parts:'''
+
-->
** '''StatPart_Age:''' {{BiotechIcon}}
+
:[[Research Speed Factor]]<!--{1000}
*** Use Biological Years: '''{{Good|true}}'''
+
--> &bull; [[Max Power Output]]<!--{1000}
*** Humanlike Only: '''{{Good|true}}'''
+
--> &bull; [[Work Speed Factor (Gene Assembly)]] {{BiotechIcon}}<!--{1000}
*** '''Curve:'''
+
--> &bull; [[Medical Tend Quality Offset]]<!--{2000}
**** '''Points:'''
+
--> &bull; [[Work Speed Factor]]<!--{3000}
***** (4,1.8)
+
--> &bull; [[Work Efficiency Factor]]<!--{3000}
***** (12,1.1)
+
--> &bull; [[Work To Build]]<!--{3101}
***** (13,1)
+
--> &bull; [[Door Opening Speed]]<!--{3102}
{{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=}}
+
--> &bull; [[Rest Effectiveness]]<!--{4000}
 +
--> &bull; [[Immunity Gain Speed Factor]]<!--{4000}
 +
--> &bull; [[Recreation Power]]<!--{4010}
 +
--> &bull; [[Baby Play Power]] {{BiotechIcon}}<!--{4020}
 +
--> &bull; [[Biosculpter Pod Speed Factor]] {{IdeologyIcon}}<!--{4100}
 +
--> &bull; [[Surgery Success Chance Factor]]<!--{4100}
 +
--> &bull; [[Birth Quality Offset]] {{BiotechIcon}} <!--{4110}
 +
--> &bull; [[Genetic Complexity Increase]] {{BiotechIcon}}<!--{4200, Always Hide}
 +
--> &bull; [[Reading Bonus]]<!--{4200}
 +
--> &bull; [[Trap Spring Chance]]<!--{5000}
 +
--> &bull; [[Trap Melee Damage]]<!--{5001}
 +
-->
 +
 
 +
;Ability<!--{60} 9 StatDefs
 +
-->
 +
:[[Detection Chance]]<!--{996}
 +
--> &bull; [[Goodwill Impact]]<!--{997}
 +
--> &bull; [[Effect Radius]]<!--{998}
 +
--> &bull; [[Duration]]<!--{999}
 +
--> &bull; [[Range]]<!--{1001}
 +
--> &bull; [[Psyfocus Cost]]<!--{1002}
 +
--> &bull; [[Neural Heat Gain]]<!--{1003}
 +
--> &bull; [[Casting Time]]<!--{1004}
 +
--> &bull; [[Psylink Level]]<!--{1005}
 +
-->
  
=== Move Speed ===
+
;[[Stuff]] Stat Factors (Multipliers when made of this) <!--{74} 8 StatDefs
* '''Parts:'''
+
-->
** '''StatPart_Glow:'''
+
:[[Melee Cooldown]]<!--{4504}
*** Humanlike Only: '''{{Good|true}}'''
+
--> &bull; [[Sharp Damage]]<!--{4505}
*** '''Factor From Glow Curve:'''
+
--> &bull; [[Blunt Damage]]<!--{4506}
**** '''Points:'''
+
--> &bull; [[Insulation - Heat (material factor)]]<!--{4506}
***** (0,0.80)
+
--> &bull; [[Insulation - Cold (material factor)]]<!--{4507}
***** (0.30,1.00)
+
--> &bull; [[Armor - Heat (material factor)]]<!--{4508}
{{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=}}
+
--> &bull; [[Armor - Blunt (material factor)]]<!--{4509}
 +
--> &bull; [[Armor - Sharp (material factor)]]<!--{4510}
 +
-->
  
=== Immunity Gain Speed ===
+
;[[Mechanitor]] {{BiotechIcon}}<!--{105} 9 StatDefs
* '''Parts:'''
+
-->
** '''StatPart_Age:'''
+
:[[Mech Bandwidth]]<!--{ParentName="MechanitorStatBase", 2000}
*** '''Curve:'''
+
--> &bull; [[Mech Control Groups]]<!--{ParentName="MechanitorStatBase", 2000}
**** '''Points:'''
+
--> &bull; [[Mech Gestation Speed]]<!--{ParentName="MechanitorStatBase", 2000}
***** (0.65,1)
+
--> &bull; [[Mech Remote Repair Distance]]<!--{ParentName="MechanitorStatBase", 2000}
***** (0.8,0.95)
+
--> &bull; [[Mech Remote Shield Distance]]<!--{ParentName="MechanitorStatBase", 2000}
***** (1.0,0.9)
+
--> &bull; [[Mech Remote Shield Energy]]<!--{ParentName="MechanitorStatBase", 2000}
***** (1.2,0.8)
+
--> &bull; [[Mech Repair Speed]]<!--{ParentName="MechanitorStatBase", 2000}
***** (1.5,0.5)
+
--> &bull; [[Subcore Encoding Speed]]<!--{ParentName="MechanitorStatBase", 2000}
{{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=}}
+
--> &bull; [[Mech Work Speed Offset]]<!--{5000}
 +
-->
  
=== Meat Amount ===
+
;[[Pawn]] - <small>Combat</small><!--{110} 31 StatDefs
==== Malnutrition ====
+
-->
* '''Parts:'''
+
:[[Stagger Time Multiplier]]<!--{1200}
** '''StatPart_Malnutrition:'''
+
--> &bull; [[Ranged Cooldown Multiplier]]<!--{1205}
*** '''Curve:'''
+
--> &bull; [[Aiming Time]]<!--{4040}
**** '''Points:'''
+
--> &bull; [[Pawn Trap Spring Chance]]<!--{4047}
***** (0, 1)
+
--> &bull; [[Incoming Damage Multiplier]]<!--{4048}
***** (1, 0.4)
+
--> &bull; [[Accuracy Factor (Long)]]<!--{ParentName="ShootingAccuracyFactorBase", 4046}
{{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=}}
+
--> &bull; [[Accuracy Factor (Medium)]]<!--{ParentName="ShootingAccuracyFactorBase", 4047}
 +
--> &bull; [[Accuracy Factor (Short)]]<!--{ParentName="ShootingAccuracyFactorBase", 4048}
 +
--> &bull; [[Accuracy Factor (Close)]]<!--{ParentName="ShootingAccuracyFactorBase", 4049}
 +
--> &bull; [[Shooting Accuracy (People)]]<!--{4050}
 +
--> &bull; [[Mortar Miss Radius Multiplier]]<!--{4060}
 +
--> &bull; [[Melee Armor Penetration]]<!--{4100, For Information Only}
 +
--> &bull; [[Melee Dodge Chance]]<!--{4100}
 +
--> &bull; [[Melee Hit Chance]]<!--{4100}
 +
--> &bull; [[Melee Door Damage Factor]] {{BiotechIcon}}<!--{5000}
 +
--> &bull; [[Melee DPS]]<!--{5100, For Information Only}
 +
--> &bull; [[Melee Damage Factor]]<!--{5200}
 +
--> &bull; [[Melee Cooldown]]<!--{5201}
 +
--> &bull; [[Shooting Accuracy Multiplier (Child)]] {{BiotechIcon}}<!--{-, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Night]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Day]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Social</small><!--{120} 13 StatDefs
 +
-->
 +
:[[Suppression Power]] {{IdeologyIcon}}<!--{-}
 +
--> &bull; [[Bond Chance Factor]]<!--{1890}
 +
--> &bull; [[Train Animal Chance]]<!--{1900}
 +
--> &bull; [[Conversion Power]] {{IdeologyIcon}}<!--{1901}
 +
--> &bull; [[Tame Animal Chance]]<!--{1901}
 +
--> &bull; [[Arrest Success Chance]]<!--{2000}
 +
--> &bull; [[Pawn Beauty]]<!--{2000}
 +
--> &bull; [[Social Impact]]<!--{2000}
 +
--> &bull; [[Slave Suppression Fall Rate]] {{IdeologyIcon}}<!--{2200}
 +
--> &bull; [[Drug Sell Price Improvement]]<!--{2560}
 +
--> &bull; [[Animal Products Price Improvement]] {{IdeologyIcon}}<!--{2570}
 +
--> &bull; [[Trade Price Improvement]]<!--{2599}
 +
--> &bull; [[Negotiation Ability]]<!--{2600}
 +
-->
 +
 
 +
;[[Pawn]] - <small>Misc</small><!--{130} 2 StatDefs
 +
-->
 +
:[[Growth Vat Occupant Speed]] {{BiotechIcon}}<!--{1850}
 +
-->  &bull; [[Biosculpter Occupant Speed]] {{IdeologyIcon}}<!--{1900}
 +
-->
  
==== Post Process Curve ====
+
;[[Pawn]] - <small>Work</small><!--{140} 36 StatDefs
* '''Post Process Curve:'''
+
-->
** '''Points:'''
+
:[[Pruning Speed]] {{IdeologyIcon}}<!--{-}
*** (0,0)
+
--> &bull; [[Activity Suppression Speed]] {{AnomalyIcon}}<!--{209}
*** (5,14)
+
--> &bull; [[Study Efficiency]] {{AnomalyIcon}}<!--{210}
*** (40,40)
+
--> &bull; [[Entity Study Rate]] {{AnomalyIcon}}<!--{ParentName="IntellectualSkillBase", 211}
*** (100000,100000)
+
--> &bull; [[Cleaning Speed Multiplier]]<!--{2500}
{{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=}}
+
--> &bull; [[Butchery Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Mechanoid Shredding Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Hunting Stealth]]<!--{4500}
 +
--> &bull; [[Research Speed]]<!--{ParentName="IntellectualSkillBase", 4500}
 +
--> &bull; [[Smelting Speed]]<!--{4500}
 +
--> &bull; [[Smoothing Speed]]<!--{4500}
 +
--> &bull; [[Animal Gather Speed]]<!--{4501}
 +
--> &bull; [[Animal Gather Yield]]<!--{4502}
 +
--> &bull; [[Hacking Speed]] {{IdeologyIcon}}<!--{4510}
 +
--> &bull; [[Drug Cooking Speed]]<!--{4510}
 +
--> &bull; [[Drug Synthesis Speed]]<!--{4511}
 +
--> &bull; [[Butchery Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Mechanoid Shredding Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Cooking Speed]]<!--{4541}
 +
--> &bull; [[Food Poison Chance (Chance to poison a meal)]]<!--{4542}
 +
--> &bull; [[Plant Work Speed]]<!--{4550}
 +
--> &bull; [[Plant Harvest Yield]]<!--{4551}
 +
--> &bull; [[Drug Crop Harvest Yield]]<!--{4552}
 +
--> &bull; [[Reading Speed]]<!--{4600}
 +
--> &bull; [[Repair Success Chance]]<!--{4600}
 +
--> &bull; [[Construct Success Chance]]<!--{4601}
 +
--> &bull; [[Construction Speed]]<!--{4602}
 +
--> &bull; [[Medical Tend Speed]]<!--{4650}
 +
--> &bull; [[Medical Tend Quality]]<!--{4651}
 +
--> &bull; [[Medical Operation Speed]]<!--{4652}
 +
--> &bull; [[Medical Surgery Success Chance]]<!--{4653}
 +
--> &bull; [[Mining Speed]]<!--{4900}
 +
--> &bull; [[Deep Drilling Speed]]<!--{4901}
 +
--> &bull; [[Mining Yield]]<!--{4902}
 +
--> &bull; [[General Labor Speed]]<!--{4999}
 +
--> &bull; [[Global Work Speed]]<!--{5000}
 +
-->
  
=== Leather Amount ===
+
;[[Psychic rituals|Psychic Ritual]] {{AnomalyIcon}}<!--{500} 2 StatDefs
* '''Post Process Curve:'''
+
-->
** '''Points:'''
+
:[[Psychic Ritual Quality]]<!--{-}
*** (0,0)
+
--> &bull; [[Psychic Ritual Quality Offset]]<!--{-}
*** (5,14)
+
-->
*** (40,40)
 
*** (100000,100000)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Leather Amount Before Curve|yAxisTitle=Leather Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Arrest Success Chance ===
+
;[[Containment]] {{AnomalyIcon}}<!--{600} 3 StatDefs
* '''Parts:'''
+
-->
** '''StatPart_Age:''' {{BiotechIcon}}
+
:[[Cold Containment Bonus]]<!--{-}
*** Use Biological Years: '''{{Good|true}}'''
+
--> &bull; [[Containment Strength]]<!--{-}
*** Humanlike Only: '''{{Good|true}}'''
+
--> &bull; [[Minimum Containment Strength]]<!--{9999}
*** '''Curve:'''
+
-->
**** '''Points:'''
+
 
***** (3, 0.05)
+
;Hidden<!--{-} Not a game defined category, 1 StatDef
***** (13, 0.8)
+
-->
***** (18, 1)
+
:[[Bed Hunger Rate Multiplier]]<!--{-, Always Hide}
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Arrest Success Chance Multiplier|type=line|x=3, 13, 18|y=0.05, 0.8, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
+
-->
  
=== Global Work Speed ===
+
</div>
==== Light Level ====
+
</div>
* '''Parts:'''
 
** '''StatPart_Glow:'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.80)
 
***** (0.30,1.00)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
  
==== Pawn Age ====
+
<div class="mw-collapsible">
** '''StatPart_Age:''' {{BiotechIcon}}
+
 
*** Use Biological Years: '''{{Good|true}}'''
+
=== Stats Ask Query ===
*** Humanlike Only: '''{{Good|true}}'''
+
<div class="mw-collapsible-content">
*** '''Curve:'''
+
;Basics - <small>Important</small>
**** '''Points:'''
+
:{{#ask:
***** (4,0.2)
+
[[Category:Stats - Basics Important]]
***** (12,0.8)
+
| sep = &#32;&bull;&#32;
***** (18,1)
+
}}
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Hunting Stealth ===
+
;Basics - <small>Non Pawn Important</small>
* '''Post Process Curve:'''
+
:{{#ask:
** '''Points:'''
+
[[Category:Stats - Basics Non Pawn Important]]
*** (0.0, 0.0)
+
| sep = &#32;&bull;&#32;
*** (0.1, 0.5)
+
}}
*** (0.2, 0.75)
 
*** (0.5, 0.80)
 
*** (1.0, 0.90)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Reading Speed ===
+
;Basics
* '''Parts:'''
+
:{{#ask:
** '''StatPart_Age:''' {{BiotechIcon}}
+
[[Category:Stats - Basics]]
*** Use Biological Years: '''{{Good|true}}'''
+
| sep = &#32;&bull;&#32;
*** Humanlike Only: '''{{Good|true}}'''
+
}}
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3,0.05)
 
***** (13,1)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Medical Tend Quality ===
+
;Basics - <small>Pawn</small>
* '''Post Process Curve:'''
+
:{{#ask:
** '''Points:'''
+
[[Category:Stats - Pawn]]
*** (0, 0)
+
| sep = &#32;&bull;&#32;
*** (1.0, 1.0)
+
}}
*** (2.0, 1.5)
+
 
*** (4.0, 2.0)
+
;Basics - <small>Non Pawn</small>
{{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=}}
+
:{{#ask:
 +
[[Category:Stats - Non Pawn]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Mechanoid
 +
:{{#ask:
 +
[[Category:Stats - Mechanoid]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Meditation
 +
:{{#ask:
 +
[[Category:Stats - Meditation]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Terrain
 +
:{{#ask:
 +
[[Category:Stats - Terrain]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Apparel
 +
:{{#ask:
 +
[[Category:Stats - Apparel]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
=== Meditation Plant Growth Offset ===
+
;Weapon (Ranged)
* '''Parts:'''
+
:{{#ask:
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
+
[[Category:Stats - Weapon (Ranged)]]
*** Radius: '''34.9'''
+
| sep = &#32;&bull;&#32;
*** '''Curve:'''
+
}}
**** '''Points:'''
 
***** (0,  0.0)
 
***** (5,  -0.08)
 
***** (10, -0.15)
 
***** (50, -0.3)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Number of Nearby Artificial Buildings|yAxisTitle=Meditation Plant Growth Offset|type=line|x=0, 5, 10, 50|y=0.0, -0.08, -0.15, -0.3|yAxisMin=-0.3|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Slave Suppression Fall Rate ===
+
;Weapon (Melee)
* '''Parts:'''
+
:{{#ask:
** '''StatPart_Terror'''
+
[[Category:Stats - Weapon (Melee)]]
** '''StatPart_GearStatOffset:'''
+
| sep = &#32;&bull;&#32;
*** Apparel Stat: '''SlaveSuppressionOffset'''
+
}}
*** Subtract: '''{{Good|true}}'''
+
 
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
+
;Building
*** Use Biological Years: '''{{Good|true}}'''
+
:{{#ask:
*** Humanlike Only: '''{{Good|true}}'''
+
[[Category:Stats - Building]]
*** '''Curve:'''
+
| sep = &#32;&bull;&#32;
**** '''Points:'''
+
}}
***** (3, -0.5)
+
 
***** (13, -0.3)
+
;Ability
***** (16, 0)
+
:{{#ask:
{{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=}}
+
[[Category:Stats - Ability]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Stuff Stat Factors (Multipliers when made of this)
 +
:{{#ask:
 +
[[Category:Stats - Stuff Stat Factors]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
=== Shooting Accuracy Multiplier (Child) ===
+
;Mechanitor
* '''Parts:'''
+
:{{#ask:
** '''StatPart_Age:'''
+
[[Category:Stats - Mechanitor]]
*** Use Biological Years: '''{{Good|true}}'''
+
| sep = &#32;&bull;&#32;
*** Humanlike Only: '''{{Good|true}}'''
+
}}
*** '''Curve:'''
 
**** '''Points:'''
 
***** (4,0.95)
 
***** (12,0.98)
 
***** (13,1)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
 
  
=== Fertility ===
+
;Pawn - Combat
==== Male ====
+
:{{#ask:
* '''Parts:'''
+
[[Category:Stats - Pawn Combat]]
** '''StatPart_FertilityByGenderAge:'''
+
| sep = &#32;&bull;&#32;
*** '''Male Fertility Age Factor:'''
+
}}
**** '''Points:'''
+
 
***** (14, 0)
+
;Pawn - Social
***** (18, 1)
+
:{{#ask:
***** (50, 1)
+
[[Category:Stats - Pawn Social]]
***** (90, 0)
+
| sep = &#32;&bull;&#32;
{{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=}}
+
}}
 +
 
 +
;Pawn - Misc
 +
:{{#ask:
 +
[[Category:Stats - Pawn Misc]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Pawn - Work
 +
:{{#ask:
 +
[[Category:Stats - Pawn Work]]
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 
 +
;Psychic Ritual
 +
:{{#ask:
 +
[[Category:Stats - Psychic Ritual]]
 +
| sep = &#32;&bull;&#32;
 +
}}
  
==== Female ====
+
;Containment
** '''Female Fertility Age Factor:'''
+
:{{#ask:
**** '''Points:'''
+
[[Category:Stats - Containment]]
***** (14, 0)
+
| sep = &#32;&bull;&#32;
***** (20, 1)
+
}}
***** (28, 1)
 
***** (35, 0.5)
 
***** (40, 0.1)
 
***** (45, 0.02)
 
***** (50, 0)
 
{{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}}
 
 
</div>
 
</div>
 
</div>
 
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
=== Stats Nav ===
 +
<div class="mw-collapsible-content">
  
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
==== normal ====
 +
<div class="mw-collapsible-content">
 +
{{Nav|stats}}
 +
</div>
 +
</div>
  
== Stat Categories ==
+
<div class="mw-collapsible">
<div class="mw-collapsible-content">
+
==== wide ====
{| id="Stat categories" {{STDT|sortable}}
+
<div class="mw-collapsible-content">
! DefName !! Label !! Display<br />Order !! Display<br />All By<br />Default
+
{{Nav|stats|wide}}
<!-- Core StatCategories -->
+
</div>
<!--================ General ================-->
+
</div>
|-
+
 
| Basics
+
</div>
! Basics
+
</div>
| 10
+
 
| {{Good|true}}
+
<div class="mw-collapsible mw-collapsed">
|-
+
 
| BasicsImportant
+
== Merged Stat Subpages ==
! Basics
+
<div class="mw-collapsible-content">
| 1
+
{| id="Merged Stat Subpages Table" {{STDT|sortable}}
| {{Good|true}}
+
! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category
|-
+
<!-- BasicsImportant -->
| BasicsPawnImportant
+
<!-- BasicsPawnImportant -->
! Basics
+
<!-- BasicsNonPawnImportant -->
| 2
+
<!-- Basics -->
| {{Bad|false}}
+
<!-- BasicsPawn -->
|-
+
<!-- BasicsNonPawn -->
| BasicsNonPawnImportant
+
{{:Stat/Core Basics General}}
! Basics
+
{{:Stat/Core Basics Special}}
| 2
+
<!-- AnimalProductivity -->
| {{Bad|false}}
+
<!-- Terrain -->
|-
+
<!-- Meditation -->
| BasicsPawn
+
<!-- Mechanoid -->
! Basics
+
<!-- Apparel -->
| 11
+
{{:Stat/Core Apparel}}
| {{Bad|false}}
+
<!-- Implant -->
|-
+
<!-- Drug -->
| BasicsNonPawn
+
<!-- Weapon -->
! Basics
+
<!-- Weapon_Ranged -->
| 12
+
{{:Stat/Core Weapons Ranged}}
| {{Bad|false}}
+
<!-- Weapon_Melee -->
|-
+
{{:Stat/Core Weapons Melee}}
| AnimalProductivity
+
<!-- Building -->
! animal productivity
+
{{:Stat/Core Building Special}}
| 13
+
<!-- Ability -->
| {{Bad|false}}
+
{{:Stat/Core Abilities}}
|-
+
<!-- EquippedStatOffsets -->
| Source
+
<!-- StuffStatFactors -->
! content source
+
<!-- StuffStatOffsets -->
| 999
+
<!-- StuffOfEquipmentStatFactors -->
| {{Bad|false}}
+
{{:Stat/Core Stuff}}
<!--================ Non-pawn ================-->
+
<!-- Surgery -->
|-
+
<!-- CapacityEffects -->
| Apparel
+
<!-- Mechanitor -->
! Apparel
+
<!-- DrugAddiction -->
| 30
+
<!-- PawnCombat -->
| {{Bad|false}}
+
{{:Stat/Core Pawns Combat}}
|-
+
<!-- PawnSocial -->
| Implant
+
{{:Stat/Core Pawns Social}}
! Implant
+
<!-- PawnMisc -->
| 30
+
{{:Stat/Core Pawns General}}
| {{Bad|false}}
+
<!-- PawnWork -->
|-
+
{{:Stat/Core Pawns Work General}}
| Weapon
+
{{:Stat/Core Pawns Work Medical}}
! Weapon
+
{{:Stat/Core Pawns Work Recipes}}
| 40
+
<!-- Genetics -->
| {{Bad|false}}
+
<!-- PsychicRituals -->
|-
+
<!-- Containment -->
| Weapon_Ranged
+
<!-- Serum -->
! Weapon (ranged)
+
<!-- Source -->
| 44
+
|}
| {{Bad|false}}
+
</div>
|-
+
</div>
| Weapon_Melee
+
 
! Weapon (melee)
+
<div class="mw-collapsible mw-collapsed">
| 48
+
 
| {{Bad|false}}
+
== Stat Graphs ==
|-
+
<div class="mw-collapsible-content">
| Building
+
=== Cooking Speed ===
! Building
+
* '''Post Process Curve:'''
| 50
+
** '''Points:'''
| {{Bad|false}}
+
*** (-20, 0.01)
|-
+
*** (0, 0.4)
| Ability
+
*** (20, 1.6)
! Ability
+
{{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=}}
| 60
+
 
| {{Bad|false}}
+
=== Market Value ===
|-
+
==== Item Hit Points ====
| Drug
+
* '''Parts:'''
! Drug
+
** '''StatPart_Health:'''
| 30
+
*** '''Curve:'''
| {{Bad|false}}
+
**** '''Points:'''
|-
+
***** (0.0, 0.0)
| DrugAddiction
+
***** (0.5, 0.1)
! drug addiction
+
***** (0.6, 0.5)
| 110
+
***** (0.9, 1.0)
| {{Bad|false}}
+
{{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=}}
|-
+
 
| Terrain
+
==== Pawn Age ====
! terrain
+
* '''Parts:'''
| 13
+
** '''StatPart_Age:''' {{BiotechIcon}}
| {{Bad|false}}
+
*** Use Biological Years: '''{{Good|true}}'''
<!--=============== Virtual categories ==============-->
+
*** Humanlike Only: '''{{Good|true}}'''
|-
+
*** '''Curve:'''
| EquippedStatOffsets
+
**** '''Points:'''
! Offsets when equipped
+
***** (3,0.5)
| 70
+
***** (13,0.9)
| {{Bad|false}}
+
***** (18,1)
|-
+
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Sell Price Multiplier|type=line|x=3, 13, 18|y=0.5, 0.9, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
| StuffStatFactors
+
 
! Multipliers when made of this
+
=== Surgery Success Chance Factor ===
| 74
+
* '''Parts:'''
| {{Good|true}}
+
** '''StatPart_Glow:'''
|-
+
*** '''Factor From Glow Curve:'''
| StuffStatOffsets
+
**** '''Points:'''
! Offsets when made of this
+
***** (0,0.75)
| 77
+
***** (0.50,1.00)
| {{Good|true}}
+
{{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=}}
|-
+
 
| StuffOfEquipmentStatFactors
+
=== Melee Hit Chance ===
! Multipliers when equipment made of this
+
==== Post Process Curve ====
| 80
+
* '''Post Process Curve:'''
| {{Good|true}}
+
** '''Points:'''
|-
+
*** (-20, 0.05)
| Surgery
+
*** (-10, 0.10)
! Surgical
+
*** (0.0, 0.50)
| 90
+
*** (10, 0.80)
| {{Good|true}}
+
*** (20, 0.90)
|-
+
*** (40, 0.96)
| CapacityEffects
+
*** (60, 0.98)
! effects
+
{{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=}}
| 100
+
 
| {{Good|true}}
+
==== Pawn Age ====
<!--================ Pawn ================-->
+
* '''Parts:'''
|-
+
** '''StatPart_Age:''' {{BiotechIcon}}
| PawnCombat
+
*** Use Biological Years: '''{{Good|true}}'''
! Combat
+
*** Humanlike Only: '''{{Good|true}}'''
| 110
+
*** '''Curve:'''
| {{Bad|false}}
+
**** '''Points:'''
|-
+
***** (4,0.05)
| PawnSocial
+
***** (12,0.8)
! Social
+
***** (13,1)
| 120
+
{{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=}}
| {{Bad|false}}
+
 
|-
+
=== Melee Dodge Chance ===
| PawnMisc
+
* '''Post Process Curve:'''
! Misc
+
** '''Points:'''
| 130
+
*** (5, 0)
| {{Bad|false}}
+
*** (20, 0.30)
|-
+
*** (60, 0.50)
| PawnWork
+
{{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=}}
! Work
+
 
| 140
+
=== Shooting Accuracy ===
| {{Bad|false}}
+
* '''Post Process Curve:'''
<!--================ Misc ================-->
+
** '''Points:'''
|-
+
*** (-20, 0.70)
| Meditation
+
*** (-10, 0.80)
! Meditation
+
*** (-6, 0.83)
| 13
+
*** (-4, 0.85)
| {{Good|true}}
+
*** (-2, 0.87)
|-
+
*** (0, 0.89)
| Genetics
+
*** (2, 0.93)
! Genetics
+
*** (4, 0.94)
| 200
+
*** (6, 0.95)
| {{Bad|false}}
+
*** (8, 0.96)
|-
+
*** (10, 0.97)
| Mechanoid
+
*** (12, 0.975)
! Mechanoid
+
*** (14, 0.98)
| 13
+
*** (16, 0.98333)
| {{Good|true}}
+
*** (18, 0.98666)
<!-- Biotech StatCategories -->
+
*** (20, 0.99)
|-
+
*** (22, 0.9925)
| Mechanitor
+
*** (26, 0.995)
! Mechanitor
+
*** (30, 0.9965)
| 105
+
*** (40, 0.998)
| {{Good|true}}
+
*** (60, 0.999)
<!-- Anomaly Stats_PsychicRituals -->
+
{{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=}}
|-
+
 
| PsychicRituals
+
=== Aiming Time ===
! Psychic ritual
+
* '''Parts:'''
| 500
+
** '''StatPart_Age:''' {{BiotechIcon}}
| {{Bad|false}}
+
*** Use Biological Years: '''{{Good|true}}'''
<!-- Anomaly Stats_Containment -->
+
*** Humanlike Only: '''{{Good|true}}'''
|-
+
*** '''Curve:'''
| Containment
+
**** '''Points:'''
! Containment
+
***** (4,1.8)
| 600
+
***** (12,1.1)
| {{Bad|false}}
+
***** (13,1)
<!-- Anomaly Stats_Serum -->
+
{{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=}}
|-
+
 
| Serum
+
=== Move Speed ===
! Serum
+
* '''Parts:'''
| 700
+
** '''StatPart_Glow:'''
| {{Bad|false}}
+
*** Humanlike Only: '''{{Good|true}}'''
|}
+
*** '''Factor From Glow Curve:'''
</div>
+
**** '''Points:'''
</div>
+
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
 
 +
=== Immunity Gain Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.65,1)
 +
***** (0.8,0.95)
 +
***** (1.0,0.9)
 +
***** (1.2,0.8)
 +
***** (1.5,0.5)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age / Life Expectancy (80 for Humans)|yAxisTitle= Immunity Gain Speed Multiplier|type=line|x=0.65, 0.8, 1.0, 1.2, 1.5|y=1, 0.95, 0.9, 0.8, 0.5|xAxisMin=0.65|interpolate=monotone|xGrid=|yGrid=}}
 +
 
 +
=== Meat Amount ===
 +
==== Malnutrition ====
 +
* '''Parts:'''
 +
** '''StatPart_Malnutrition:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0, 1)
 +
***** (1, 0.4)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}}
 +
 
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Meat Amount Before Curve|yAxisTitle=Meat Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
  
<div class="mw-collapsible">
+
=== Leather Amount ===
== Stat Bases ==
+
* '''Post Process Curve:'''
<div class="mw-collapsible-content">
+
** '''Points:'''
{| id="Stat Bases" {{STDT|sortable collapsible}}
+
*** (0,0)
! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category
+
*** (5,14)
|- id="ButcherySpeedBase"
+
*** (40,40)
! ButcherySpeedBase
+
*** (100000,100000)
| PawnWork
+
{{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=}}
|
+
 
* Default Base Value: '''{{%|1}}'''
+
=== Arrest Success Chance ===
* Min Value: '''{{%|0.1}}'''
+
* '''Parts:'''
* To String Style: '''PercentZero'''
+
** '''StatPart_Age:''' {{BiotechIcon}}
|
+
*** Use Biological Years: '''{{Good|true}}'''
* ''Stat Factors:''
+
*** Humanlike Only: '''{{Good|true}}'''
** '''[[Global Work Speed]]'''
+
*** '''Curve:'''
* '''Capacity Factors:'''
+
**** '''Points:'''
** Capacity: '''[[Sight]]'''
+
***** (3, 0.05)
*** Weight: '''{{%|0.4}}'''
+
***** (13, 0.8)
*** Max: '''{{%|1}}'''
+
***** (18, 1)
** Capacity: '''[[Manipulation]]'''
+
{{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=}}
*** Weight: '''{{%|1}}'''
+
 
| 4500
+
=== Global Work Speed ===
|- id="ButcheryEfficiencyBase"
+
==== Light Level ====
! ButcheryEfficiencyBase
+
* '''Parts:'''
| PawnWork
+
** '''StatPart_Glow:'''
|
+
*** Humanlike Only: '''{{Good|true}}'''
* Default Base Value: '''{{%|1}}'''
+
*** '''Factor From Glow Curve:'''
* Min Value: '''{{%|0}}'''
+
**** '''Points:'''
* Max Value: '''{{%|1.5}}'''
+
***** (0,0.80)
* To String Style: '''PercentZero'''
+
***** (0.30,1.00)
|
+
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
* '''Capacity Factors:'''
+
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
** Capacity: '''[[Sight]]'''
+
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
*** Weight: '''{{%|0.4}}'''
+
 
*** Max: '''{{%|1}}'''
+
==== Pawn Age ====
** Capacity: '''[[Manipulation]]'''
+
** '''StatPart_Age:''' {{BiotechIcon}}
*** Weight: '''{{%|0.9}}'''
+
*** Use Biological Years: '''{{Good|true}}'''
| 4520
+
*** Humanlike Only: '''{{Good|true}}'''
|- id="ArmorRatingBase"
+
*** '''Curve:'''
! ArmorRatingBase
+
**** '''Points:'''
| Apparel
+
***** (4,0.2)
|
+
***** (12,0.8)
* Default Base Value: '''{{%|0}}'''
+
***** (18,1)
* Min Value: '''{{%|0}}'''
+
{{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=}}
* Hide At Value: '''{{%|0}}'''
+
 
* Max Value: '''{{%|2}}'''
+
=== Hunting Stealth ===
* To String Style: '''PercentOne'''
+
* '''Post Process Curve:'''
| ''StatParts'':
+
** '''Points:'''
* '''''StatPart_Quality:'''''
+
*** (0.0, 0.0)
** Factor Awful: '''{{%|0.60}}'''
+
*** (0.1, 0.5)
** Factor Poor: '''{{%|0.80}}'''
+
*** (0.2, 0.75)
** Factor Normal: '''{{%|1.00}}'''
+
*** (0.5, 0.80)
** Factor Good: '''{{%|1.15}}'''
+
*** (1.0, 0.90)
** Factor Excellent: '''{{%|1.30}}'''
+
{{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=}}
** Factor Masterwork: '''{{%|1.45}}'''
+
 
** Factor Legendary: '''{{%|1.80}}'''
+
=== Reading Speed ===
| -
+
* '''Parts:'''
|- id="InsulationBase"
+
** '''StatPart_Age:''' {{BiotechIcon}}
! InsulationBase
+
*** Use Biological Years: '''{{Good|true}}'''
| Apparel
+
*** Humanlike Only: '''{{Good|true}}'''
|
+
*** '''Curve:'''
* Default Base Value: '''{{%|0}}'''
+
**** '''Points:'''
* Hide At Value: '''{{%|0}}'''
+
***** (3,0.05)
* Min Value: '''{{%|-9999}}'''
+
***** (13,1)
* Max Value: '''{{%|9999}}'''
+
{{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=}}
* To String Style: '''TemperatureOffset'''
+
 
* Show On Pawns: '''{{Bad|false}}'''
+
=== Medical Tend Quality ===
| ''StatParts'':
+
* '''Post Process Curve:'''
* '''''StatPart_Quality:'''''
+
** '''Points:'''
** Factor Awful: '''{{%|0.8}}'''
+
*** (0, 0)
** Factor Poor: '''{{%|0.9}}'''
+
*** (1.0, 1.0)
** Factor Normal: '''{{%|1}}'''
+
*** (2.0, 1.5)
** Factor Good: '''{{%|1.1}}'''
+
*** (4.0, 2.0)
** Factor Excellent: '''{{%|1.2}}'''
+
{{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=}}
** Factor Masterwork: '''{{%|1.5}}'''
+
 
** Factor Legendary: '''{{%|1.8}}'''
+
=== Meditation Plant Growth Offset ===
** Apply To Negative Values: '''{{Good|true}}'''
+
* '''Parts:'''
| -
+
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
|- id="MarketValueBase"
+
*** Radius: '''34.9'''
! MarketValueBase
+
*** '''Curve:'''
| BasicsImportant
+
**** '''Points:'''
|
+
***** (0,  0.0)
* Worker Class: '''StatWorker_MarketValue'''
+
***** (5,  -0.08)
* Min Value: '''{{%|0}}'''
+
***** (10, -0.15)
* To String Style: '''Money'''
+
***** (50, -0.3)
* Round To Five Over: '''200'''
+
{{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=}}
* Minified Thing Inherits: '''{{Good|true}}'''
+
 
* Show On Untradeables: '''{{Bad|false}}'''
+
=== Slave Suppression Fall Rate ===
* Scenario Randomizable: '''{{Good|true}}'''
+
* '''Parts:'''
| ''StatParts'':
+
** '''StatPart_Terror'''
* '''''StatPart_Quality:'''''
+
** '''StatPart_GearStatOffset:'''
** Factor Awful: {{Bad|'''{{%|0.5}}'''}}
+
*** Apparel Stat: '''SlaveSuppressionOffset'''
** Factor Poor: {{Bad|'''{{%|0.75}}'''}}
+
*** Subtract: '''{{Good|true}}'''
** Factor Normal: '''{{%|1}}'''
+
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
** Factor Good: {{Good|'''{{%|1.25}}'''}}
+
*** Use Biological Years: '''{{Good|true}}'''
** Max Gain Good: {{+|'''500'''}}
+
*** Humanlike Only: '''{{Good|true}}'''
** Factor Excellent: {{Good|'''{{%|1.5}}'''}}
+
*** '''Curve:'''
** Max Gain Excellent: {{+|'''1000'''}}
+
**** '''Points:'''
** Factor Masterwork: {{Good|'''{{%|2.5}}'''}}
+
***** (3, -0.5)
** Max Gain Masterwork: {{+|'''2000'''}}
+
***** (13, -0.3)
** Factor Legendary: {{Good|'''{{%|5}}'''}}
+
***** (16, 0)
** Max Gain Legendary: {{+|'''3000'''}}
+
{{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=}}
* '''StatPart_WornByCorpse'''
+
 
* '''StatPart_IsCorpseFresh'''
+
=== Shooting Accuracy Multiplier (Child) ===
* '''StatPart_WeaponTraitsMarketValueOffset'''
+
* '''Parts:'''
* '''StatPart_Biocoded'''
+
** '''StatPart_Age:'''
* '''StatPart_ReloadMarketValue'''
+
*** Use Biological Years: '''{{Good|true}}'''
* '''StatPart_Genes{{BiotechIcon}}'''
+
*** Humanlike Only: '''{{Good|true}}'''
| 2510
+
*** '''Curve:'''
|- id="MeditationFocusBase"
+
**** '''Points:'''
! MeditationFocusBase{{RoyaltyIcon}}
+
***** (4,0.95)
| -
+
***** (12,0.98)
|
+
***** (13,1)
* Format String: '''{0} / day'''
+
{{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=}}
* Format String Unfinalized: '''{0} / day'''
+
 
* To String Style: '''PercentZero'''
+
=== Fertility ===
* Show If Mods Loaded Any: '''Royalty{{RoyaltyIcon}}'''
+
==== Male ====
| -
+
* '''Parts:'''
| -
+
** '''StatPart_FertilityByGenderAge:'''
|- id="ShootingAccuracyFactorBase"
+
*** '''Male Fertility Age Factor:'''
! ShootingAccuracyFactorBase
+
**** '''Points:'''
| PawnCombat
+
***** (14, 0)
|
+
***** (18, 1)
* Min Value: '''{{%|0.01}}'''
+
***** (50, 1)
* Default Base Value: '''{{%|1}}'''
+
***** (90, 0)
* Hide At Value: '''{{%|1}}'''
+
{{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=}}
* To String Style: '''PercentZero'''
+
 
* Show On Animals: '''{{Bad|false}}'''
+
==== Female ====
* Show Developmental Stage Filter: '''Child, Adult'''
+
** '''Female Fertility Age Factor:'''
| -
+
**** '''Points:'''
| -
+
***** (14, 0)
|- id="MechStatBase"
+
***** (20, 1)
! MechStatBase{{BiotechIcon}}
+
***** (28, 1)
* '''May Require Any Of:'''
+
***** (35, 0.5)
** Biotech{{BiotechIcon}}
+
***** (40, 0.1)
** Anomaly{{AnomalyIcon}}
+
***** (45, 0.02)
| Mechanoid
+
***** (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=}}
* Show On Animals: '''{{Bad|false}}'''
+
</div>
* Show On Humanlikes: '''{{Bad|false}}'''
+
</div>
* Show On Mechanoids: '''{{Good|true}}'''
+
 
| -
+
<div class="mw-collapsible mw-collapsed">
| -
+
 
|- id="IntellectualSkillBase"
+
== Stat Categories ==
! IntellectualSkillBase
+
<div class="mw-collapsible-content">
| PawnWork
+
{| id="Stat Categories" {{STDT|sortable}}
|
+
! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source
* Default Base Value: '''{{%|1}}'''
+
<!-- Core StatCategories -->
* To String Style: '''PercentZero'''
+
<!--================ General ================-->
* Scenario Randomizable: '''{{Good|true}}'''
+
|-
|
+
| Basics
* Stat Factors:
+
! Basics
** '''[[Global Work Speed]]'''
+
| 10
* Skill Need Factors:
+
| {{Good|true}}
** '''SkillNeed_BaseBonus:'''
+
| 9
*** Skill: '''[[Intellectual]]'''
+
| Core - General
*** Base Value: '''{{%|0.08}}'''
+
|-
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
+
| BasicsImportant
----
+
! Basics
* '''Capacity Factors:'''
+
| 1
** Capacity: '''[[Manipulation]]'''
+
| {{Good|true}}
*** Weight: '''{{%|0.5}}'''
+
| 3
*** Max: '''{{%|1.1}}'''
+
| Core - General
** Capacity: '''[[Sight]]'''
+
|-
*** Weight: '''{{%|0.5}}'''
+
| BasicsPawnImportant
*** Max: '''{{%|1.1}}'''
+
! Basics
| -
+
| 2
|- id="AccuracyBase"
+
| {{Bad|false}}
! AccuracyBase
+
| 0
| Weapon_Ranged
+
| Core - General
|
+
|-
* Default Base Value: '''{{%|1}}'''
+
| BasicsNonPawnImportant
* Min Value: '''{{%|0.01}}'''
+
! Basics
* Max Value: '''{{%|1}}'''
+
| 2
* To String Style: '''PercentZero'''
+
| {{Bad|false}}
* Show If Undefined: '''{{Bad|false}}'''
+
| 4
| ''StatParts'':
+
| Core - General
* '''''StatPart_Quality:'''''
+
|-
** Factor Awful: '''{{%|0.8}}'''
+
| BasicsPawn
** Factor Poor: '''{{%|0.9}}'''
+
! Basics
** Factor Normal: '''{{%|1}}'''
+
| 11
** Factor Good: '''{{%|1.1}}'''
+
| {{Bad|false}}
** Factor Excellent: '''{{%|1.2}}'''
+
| 38
** Factor Masterwork: '''{{%|1.35}}'''
+
| Core - General
** Factor Legendary: '''{{%|1.5}}'''
+
|-
| -
+
| BasicsNonPawn
<!-- Darkness combat -->
+
! Basics
|- id="DarknessCombat"
+
| 12
! DarknessCombat{{IdeologyIcon}}
+
| {{Bad|false}}
| PawnCombat
+
| 11
|
+
| Core - General
* Default Base Value: '''{{%|0}}'''
+
|-
* To String Style: '''PercentZero'''
+
| AnimalProductivity
* Show On Animals: '''{{Bad|false}}'''
+
! animal productivity
* Always Hide: '''{{Good|true}}'''
+
| 13
| -
+
| {{Bad|false}}
| -
+
| 0
<!-- Mechanitor -->
+
| Core - General
|- id="MechanitorStatBase"
+
|-
! MechanitorStatBase{{BiotechIcon}}
+
| Source
| Mechanitor
+
! content source
|
+
| 999
* Worker Class: '''StatWorker_Mechanitor'''
+
| {{Bad|false}}
* Default Base Value: '''{{%|0}}
+
| 0
* Min Value: '''{{%|0}}
+
| Core - General
* Show On Animals: '''{{Bad|false}}'''
+
<!--================ Non-pawn ================-->
* Show On Humanlikes: '''{{Good|true}}'''
+
|-
* Show On Mechanoids: '''{{Bad|false}}'''
+
| Apparel
* Show If Undefined: '''{{Good|true}}'''
+
! Apparel
| -
+
| 30
| 2000
+
| {{Bad|false}}
|}
+
| 13
</div>
+
| Core - Non-pawn
</div>
+
|-
 
+
| Implant
<div class="mw-collapsible">
+
! Implant
== Stats ==
+
| 30
<div class="mw-collapsible-content">
+
| {{Bad|false}}
{| id="Stats" {{STDT|sortable}}
+
| 0
! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Paramaters !! Display<br />Priority<br />In<br />Category
+
| Core - Non-pawn
<!-- Core Stats_Pawns_WorkRecipes -->
+
|-
<!--<Defs>-->
+
| Weapon
<!-- Dumb recipes - not affected by skill because there's no skill component -->
+
! Weapon
|- id="" <!--<StatDef>-->
+
| 40
|
+
| {{Bad|false}}
* ''defName:'' SmeltingSpeed
+
| 0
* ''label:'' smelting speed
+
| Core - Non-pawn
| The speed at which this person smelts things.<br id="n" /><br id="n" />Since smelting is dumb labor, smelting speed is not affected by any skill.
+
|-
| PawnWork
+
| Weapon_Ranged
|
+
! Weapon (ranged)
* '''Default Base Value:''' {{%|1}}
+
| 44
* '''Min Value:''' {{%|0.1}}
+
| {{Bad|false}}
* '''To String Style:''' PercentZero
+
| 6
|
+
| Core - Non-pawn
* '''Stat Factors:'''
+
|-
** '''[[Global Work Speed]]'''
+
| Weapon_Melee
* '''Capacity Factors:'''
+
! Weapon (melee)
** Capacity: '''[[Sight]]'''
+
| 48
*** Weight: '''{{%|0.3}}'''
+
| {{Bad|false}}
*** Max: '''{{%|1}}'''
+
| 3
** Capacity: '''[[Manipulation]]'''
+
| Core - Non-pawn
*** Weight: '''{{%|1}}'''
+
|-
| 4500
+
| Building
<!--</StatDef>-->
+
! Building
<!-- Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed -->
+
| 50
|- id="" <!--<StatDef>-->
+
| {{Bad|false}}
|
+
| 19
* ''defName:'' GeneralLaborSpeed
+
| Core - Non-pawn
* ''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.
+
| Ability
| PawnWork
+
! Ability
|
+
| 60
* '''Default Base Value:''' {{%|1}}
+
| {{Bad|false}}
* '''Min Value:''' {{%|0.1}}
+
| 9
* '''To String Style:''' PercentZero
+
| Core - Non-pawn
|
+
|-
* '''Stat Factors:'''
+
| Drug
** '''[[Global Work Speed]]'''
+
! Drug
* '''Capacity Factors:'''
+
| 30
** Capacity: '''[[Manipulation]]'''
+
| {{Bad|false}}
*** Weight: '''{{%|1}}'''
+
| 0
** Capacity: '''[[Sight]]'''
+
| Core - Non-pawn
*** Weight: '''{{%|0.5}}'''
+
|-
*** Max: '''{{%|1}}'''
+
| DrugAddiction
| 4999
+
! drug addiction
<!--</StatDef>-->
+
| 110
<!-- Production recipes - speed affected by skill because there is no output quality -->
+
| {{Bad|false}}
|- id="" <!--<StatDef>-->
+
| 0
|
+
| Core - Non-pawn
* ''defName:'' DrugSynthesisSpeed
+
|-
* ''label:'' drug synthesis speed
+
| Terrain
| How fast this character synthesizes complex chemical drugs.
+
! terrain
| PawnWork
+
| 13
|
+
| {{Bad|false}}
* '''Default Base Value:''' {{%|1}}
+
| 2
* '''Min Value:''' {{%|0.1}}
+
| Core - Non-pawn
* '''To String Style:''' PercentZero
+
<!--=============== Virtual categories ==============-->
* '''Supress Disabled Error:''' {{Good|true}}
+
|-
* '''Disable If Skill Disabled:''' [[Skills#Crafting|Crafting]]
+
| EquippedStatOffsets
|
+
! Offsets when equipped
* '''Stat Factors:'''
+
| 70
** '''[[Global Work Speed]]'''
+
| {{Bad|false}}
* '''Skill Need Factors:'''
+
| 0
** '''SkillNeed_BaseBonus:'''
+
| Core - Virtual category
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
+
|-
*** Base Value: '''{{%|0.3}}'''
+
| StuffStatFactors
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
+
! Multipliers when made of this
*** Required: '''{{Bad|false}}'''
+
| 74
* '''Capacity Factors:'''
+
| {{Good|true}}
** Capacity: '''[[Sight]]'''
+
| 8
*** Weight: '''{{%|0.6}}'''
+
| Core - Virtual category
*** Max: '''{{%|1}}'''
+
|-
** Capacity: '''[[Manipulation]]'''
+
| StuffStatOffsets
*** Weight: '''{{%|1}}'''
+
! Offsets when made of this
| 4511
+
| 77
<!--</StatDef>-->
+
| {{Good|true}}
|- id="" <!--<StatDef>-->
+
| 0
|
+
| Core - Virtual category
* ''defName:'' CookSpeed
+
|-
* ''label:'' cooking speed
+
| StuffOfEquipmentStatFactors
| The speed at which this person cooks meals.
+
! Multipliers when equipment made of this
| PawnWork
+
| 80
|
+
| {{Good|true}}
* '''Default Base Value:''' {{%|0}}
+
| 0
* '''No Skill Offset:''' 20
+
| Core - Virtual category
* '''Min Value:''' {{%|0.1}}
+
|-
* '''To String Style:''' PercentZero
+
| Surgery
* '''To String Style Unfinalized:''' FloatOne
+
! Surgical
|
+
| 90
* '''Post Process Stat Factors:'''
+
| {{Good|true}}
** '''[[Global Work Speed]]'''
+
| 0
* '''Skill Need Offsets:'''
+
| Core - Virtual category
** '''SkillNeed_BaseBonus:'''
+
|-
*** Skill: '''[[Skills#Cooking|Cooking]]'''
+
| CapacityEffects
*** Base Value: '''{{%|0}}'''
+
! effects
*** Bonus Per Level: '''{{+|{{%|1}}}}'''
+
| 100
* '''Capacity Offsets:'''
+
| {{Good|true}}
** Capacity: '''[[Sight]]'''
+
| 0
*** Scale: '''4'''
+
| Core - Virtual category
*** Max: '''{{%|1.5}}'''
+
<!--================ Pawn ================-->
** Capacity: '''[[Manipulation]]'''
+
|-
*** Scale: '''16'''
+
| PawnCombat
*** Max: '''{{%|1.5}}'''
+
! Combat
* '''Post Process Curve:'''
+
| 110
** '''Points:'''
+
| {{Bad|false}}
*** (-20, 0.01)
+
| 31
*** (0, 0.4)
+
| Core - Pawn
*** (20, 1.6)
+
|-
{{Graph:Chart|width=200|height=100|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=}}
+
| PawnSocial
| 4541
+
! Social
<!--</StatDef>-->
+
| 120
|- id="" <!--<StatDef>-->
+
| {{Bad|false}}
|
+
| 13
* ''defName:'' FoodPoisonChance
+
| Core - Pawn
* ''label:'' food poison chance
+
|-
* ''labelForFullStatList:'' food poison chance (chance to poison a meal)
+
| PawnMisc
| The probability that this character will inadvertently poison a meal they cook.<br id="n" /><br id="n" />Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
+
! Misc
| PawnWork
+
| 130
|
+
| {{Bad|false}}
* '''Default Base Value:''' {{%|1}}
+
| 2
* '''Min Value:''' {{%|0}}
+
| Core - Pawn
* '''To String Style:''' PercentTwo
+
|-
|
+
| PawnWork
* '''Skill Need Factors:'''
+
! Work
** '''SkillNeed_Direct:'''
+
| 140
*** Skill: '''[[Skills#Cooking|Cooking]]'''
+
| {{Bad|false}}
*** '''Values Per Level:'''
+
| 36
**** 0.050
+
| Core - Pawn
**** 0.040
+
<!--================ Misc ================-->
**** 0.030
+
|-
**** 0.020
+
| Meditation
**** 0.015
+
! Meditation
**** 0.010
+
| 13
**** 0.005
+
| {{Good|true}}
**** 0.0025
+
| 2
**** 0.0015
+
| Core - Misc
**** 0.001
+
|-
**** 0.001
+
| Genetics
**** 0.001
+
! Genetics
**** 0.001
+
| 200
**** 0.001
+
| {{Bad|false}}
**** 0.001
+
| 0
**** 0.001
+
| Core - Misc
**** 0.001
+
|-
**** 0.001
+
| Mechanoid
**** 0.001
+
! Mechanoid
**** 0.001
+
| 13
| 4542
+
| {{Good|true}}
<!--</StatDef>-->
+
| 6
|- id="" <!--<StatDef>-->
+
| Core - Misc
|
+
<!-- Biotech StatCategories -->
* ''defName:'' DrugCookingSpeed
+
|-
* ''label:'' drug cooking speed
+
| Mechanitor
| The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
+
! Mechanitor
 +
| 105
 +
| {{Good|true}}
 +
| 9
 +
| Biotech
 +
<!-- Anomaly Stats_PsychicRituals -->
 +
|-
 +
| PsychicRituals
 +
! Psychic ritual
 +
| 500
 +
| {{Bad|false}}
 +
| 2
 +
| Anomaly
 +
<!-- Anomaly Stats_Containment -->
 +
|-
 +
| Containment
 +
! Containment
 +
| 600
 +
| {{Bad|false}}
 +
| 3
 +
| Anomaly
 +
<!-- Anomaly Stats_Serum -->
 +
|-
 +
| Serum
 +
! Serum
 +
| 700
 +
| {{Bad|false}}
 +
| 0
 +
| Anomaly
 +
|}
 +
</div>
 +
</div>
 +
 
 +
<div class="mw-collapsible mw-collapsed">
 +
 
 +
== Stat Bases ==
 +
<div class="mw-collapsible-content">
 +
{| id="Stat Bases" {{STDT|sortable collapsible}}
 +
! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category
 +
|- id="ButcherySpeedBase"
 +
! ButcherySpeedBase
 
| PawnWork
 
| PawnWork
 
|
 
|
* '''Default Base Value:''' {{%|1}}
+
* Default Base Value: '''{{%|1}}'''
* '''Min Value:''' {{%|0.1}}
+
* Min Value: '''{{%|0.1}}'''
* '''To String Style:''' PercentZero
+
* To String Style: '''PercentZero'''
* '''Supress Disabled Error:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4510
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ButcheryFleshSpeed
 
* ''label:'' butchery speed
 
| The speed at which this person butchers flesh creatures.
 
| -
 
| -
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ButcheryMechanoidSpeed
 
* ''label:'' mechanoid shredding speed
 
| The speed at which this person can shred a mechanoid for resources.
 
| -
 
| -
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ButcheryFleshEfficiency
 
* ''label:'' butchery efficiency
 
| The amount of meat produced when butchering flesh creatures.<br id="n" /><br id="n" />The actual amount is also related to the creature's size.
 
| -
 
| -
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ButcheryMechanoidEfficiency
 
* ''label:'' mechanoid shredding efficiency
 
| The amount of materials yielded when this person shreds a dead mechanoid for resources.<br id="n" /><br id="n" />The actual amount is also related to the mechanoid's size.
 
| -
 
| -
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Abilities -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
 
|
 
|
* ''defName:'' Ability_RequiredPsylink
+
* ''Stat Factors:''
* ''label:'' psylink level
+
** '''[[Global Work Speed]]'''
| The minimum psylink level required to use this ability.
+
* '''Capacity Factors:'''
| Ability
+
** Capacity: '''[[Sight]]'''
 +
*** Weight: '''{{%|0.4}}'''
 +
*** Max: '''{{%|1}}'''
 +
** Capacity: '''[[Manipulation]]'''
 +
*** Weight: '''{{%|1}}'''
 +
| 4500
 +
|- id="ButcheryEfficiencyBase"
 +
! ButcheryEfficiencyBase
 +
| PawnWork
 
|
 
|
* '''Default Base Value:''' {{%|0}}
+
* Default Base Value: '''{{%|1}}'''
* '''Min Value:''' {{%|0}}
+
* Min Value: '''{{%|0}}'''
* '''Hide At Value:''' {{%|0}}
+
* Max Value: '''{{%|1.5}}'''
* '''Show If Undefined:''' {{Bad|false}}
+
* To String Style: '''PercentZero'''
 
|
 
|
* '''Show If Mods Loaded:'''
+
* '''Capacity Factors:'''
** '''Royalty {{RoyaltyIcon}}'''
+
** Capacity: '''[[Sight]]'''
| 1005
+
*** Weight: '''{{%|0.4}}'''
<!--</StatDef>-->
+
*** Max: '''{{%|1}}'''
|- id="" <!--<StatDef>-->
+
** Capacity: '''[[Manipulation]]'''
|
+
*** Weight: '''{{%|0.9}}'''
* ''defName:'' Ability_CastingTime
+
| 4520
* ''label:'' casting time
+
|- id="ArmorRatingBase"
| How long it takes to perform this ability.
+
! ArmorRatingBase
| Ability
+
| Apparel
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Format String:''' {0} s
 
* '''To String Style:''' FloatOne
 
* '''Show If Undefined:''' {{Bad|false}}
 
 
|
 
|
* '''Show If Mods Loaded:'''
+
* Default Base Value: '''{{%|0}}'''
** '''Royalty {{RoyaltyIcon}}'''
+
* Min Value: '''{{%|0}}'''
| 1004
+
* Hide At Value: '''{{%|0}}'''
<!--</StatDef>-->
+
* Max Value: '''{{%|2}}'''
|- id="" <!--<StatDef>-->
+
* 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
 
|
 
|
* ''defName:'' Ability_EntropyGain
+
* Default Base Value: '''{{%|0}}'''
* ''label:'' neural heat gain
+
* Hide At Value: '''{{%|0}}'''
| How much neural heat will be added as a result of performing this ability.
+
* Min Value: '''{{%|-9999}}'''
| Ability
+
* Max Value: '''{{%|9999}}'''
|
+
* To String Style: '''TemperatureOffset'''
* '''Default Base Value:''' {{%|5}}
+
* Show On Pawns: '''{{Bad|false}}'''
* '''Min Value:''' {{%|0}}
+
| ''StatParts'':
* '''Show If Undefined:''' {{Bad|false}}
+
* '''''StatPart_Quality:'''''
|
+
** Factor Awful: '''{{%|0.8}}'''
* '''Show If Mods Loaded:'''
+
** Factor Poor: '''{{%|0.9}}'''
** '''Royalty {{RoyaltyIcon}}'''
+
** Factor Normal: '''{{%|1}}'''
| 1003
+
** Factor Good: '''{{%|1.1}}'''
<!--</StatDef>-->
+
** Factor Excellent: '''{{%|1.2}}'''
|- id="" <!--<StatDef>-->
+
** Factor Masterwork: '''{{%|1.5}}'''
|
+
** Factor Legendary: '''{{%|1.8}}'''
* ''defName:'' Ability_PsyfocusCost
+
** Apply To Negative Values: '''{{Good|true}}'''
* ''label:'' psyfocus cost
 
| How much psyfocus must be spent to perform this ability.
 
| Ability
 
|
 
* '''Worker Class:''' StatWorker_PsyfocusCost
 
* '''To String Style:''' PercentOne
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 1002
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Ability_Range
 
* ''label:'' range
 
| The maximum distance to a target of this ability, or to the center of the target location.
 
| Ability
 
|
 
* '''Default Base Value:''' {{%|25}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
 
| -
 
| -
| 1001
+
|- id="MarketValueBase"
<!--</StatDef>-->
+
! MarketValueBase
|- id="" <!--<StatDef>-->
+
| BasicsImportant
 
|
 
|
* ''defName:'' Ability_Duration
+
* Worker Class: '''StatWorker_MarketValue'''
* ''label:'' duration
+
* Min Value: '''{{%|0}}'''
| How long the effects of this ability last.
+
* To String Style: '''Money'''
| Ability
+
* Round To Five Over: '''200'''
|
+
* Minified Thing Inherits: '''{{Good|true}}'''
* '''Default Base Value:''' {{%|0}}
+
* Show On Untradeables: '''{{Bad|false}}'''
* '''Min Value:''' {{%|0}}
+
* Scenario Randomizable: '''{{Good|true}}'''
* '''Hide At Value:''' {{%|0}}
+
| ''StatParts'':
* '''Format String:''' {0} s
+
* '''''StatPart_Quality:'''''
* '''Show If Undefined:''' {{Bad|false}}
+
** Factor Awful: {{Bad|'''{{%|0.5}}'''}}
| -
+
** Factor Poor: {{Bad|'''{{%|0.75}}'''}}
| 999
+
** Factor Normal: '''{{%|1}}'''
<!--</StatDef>-->
+
** Factor Good: {{Good|'''{{%|1.25}}'''}}
|- id="" <!--<StatDef>-->
+
** Max Gain Good: {{+|'''500'''}}
|
+
** Factor Excellent: {{Good|'''{{%|1.5}}'''}}
* ''defName:'' Ability_EffectRadius
+
** Max Gain Excellent: {{+|'''1000'''}}
* ''label:'' effect radius
+
** Factor Masterwork: {{Good|'''{{%|2.5}}'''}}
| The radius of the area of effect of this ability.
+
** Max Gain Masterwork: {{+|'''2000'''}}
| Ability
+
** Factor Legendary: {{Good|'''{{%|5}}'''}}
|
+
** Max Gain Legendary: {{+|'''3000'''}}
* '''Default Base Value:''' {{%|0}}
+
* '''StatPart_WornByCorpse'''
* '''Min Value:''' {{%|0}}
+
* '''StatPart_IsCorpseFresh'''
* '''Hide At Value:''' {{%|0}}
+
* '''StatPart_WeaponTraitsMarketValueOffset'''
* '''Show If Undefined:''' {{Bad|false}}
+
* '''StatPart_Biocoded'''
| -
+
* '''StatPart_ReloadMarketValue'''
| 998
+
* '''StatPart_Genes{{BiotechIcon}}'''
<!--</StatDef>-->
+
| 2510
|- id="" <!--<StatDef>-->
+
|- id="MeditationFocusBase"
|
+
! MeditationFocusBase{{RoyaltyIcon}}
* ''defName:'' Ability_GoodwillImpact
 
* ''label:'' goodwill impact
 
| How casting this ability on someone will impact relations with their faction.
 
| Ability
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 997
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Ability_DetectChancePerEntropy
 
* ''label:'' detection chance
 
| The likelihood of this psychic power being detected when it is used.<br id="n" /><br id="n" />Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
 
| Ability
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
* '''Stat Factors:'''
 
** '''[[Ability_EntropyGain]]'''
 
| 996
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Apparel -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffEffectMultiplierArmor
 
* ''label:'' Armor - Material effect multiplier
 
 
| -
 
| -
| Apparel
 
 
|
 
|
* '''Default Base Value:''' {{%|0}}
+
* Format String: '''{0} / day'''
* '''Min Value:''' {{%|0}}
+
* Format String Unfinalized: '''{0} / day'''
* '''Always Hide:''' {{Good|true}}
+
* To String Style: '''PercentZero'''
 +
* Show If Mods Loaded Any: '''Royalty{{RoyaltyIcon}}'''
 
| -
 
| -
| 1
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffEffectMultiplierInsulation_Cold
 
* ''label:'' Insulation - Cold - Material effect multiplier
 
 
| -
 
| -
| Apparel
+
|- id="ShootingAccuracyFactorBase"
 +
! ShootingAccuracyFactorBase
 +
| PawnCombat
 
|
 
|
* '''Default Base Value:''' {{%|0}}
+
* Min Value: '''{{%|0.01}}'''
* '''Min Value:''' {{%|0}}
+
* Default Base Value: '''{{%|1}}'''
* '''Always Hide:''' {{Good|true}}
+
* Hide At Value: '''{{%|1}}'''
 +
* To String Style: '''PercentZero'''
 +
* Show On Animals: '''{{Bad|false}}'''
 +
* Show Developmental Stage Filter: '''Child, Adult'''
 
| -
 
| -
| 2
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffEffectMultiplierInsulation_Heat
 
* ''label:'' Insulation - Heat - Material effect multiplier
 
 
| -
 
| -
| Apparel
+
|- id="MechStatBase"
 +
! MechStatBase{{BiotechIcon}}
 +
* '''May Require Any Of:'''
 +
** Biotech{{BiotechIcon}}
 +
** Anomaly{{AnomalyIcon}}
 +
| Mechanoid
 
|
 
|
* '''Default Base Value:''' {{%|0}}
+
* Show On Animals: '''{{Bad|false}}'''
* '''Min Value:''' {{%|0}}
+
* Show On Humanlikes: '''{{Bad|false}}'''
* '''Always Hide:''' {{Good|true}}
+
* Show On Mechanoids: '''{{Good|true}}'''
| -
 
| 3
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ArmorRating_Sharp
 
* ''label:'' Armor - Sharp
 
* ''labelForFullStatList:'' Armor - Sharp (armor stat)
 
| The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
- If the random number is under half the armor rating, the damage deflects harmlessly.
 
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
Each layer of armor is applied separately, from the outside in.
 
 
| -
 
| -
 
| -
 
| -
 +
|- id="IntellectualSkillBase"
 +
! IntellectualSkillBase
 +
| PawnWork
 
|
 
|
* '''Parts:'''
+
* Default Base Value: '''{{%|1}}'''
** '''StatPart_Stuff:'''
+
* To String Style: '''PercentZero'''
*** Priority: '''100
+
* Scenario Randomizable: '''{{Good|true}}'''
*** '''Stuff Power Stat: '''StuffPower_Armor_Sharp
 
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
 
| 100
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
 
|
 
|
* ''defName:'' ArmorRating_Blunt
+
* Stat Factors:
* ''label:'' Armor - Blunt
+
** '''[[Global Work Speed]]'''
* ''labelForFullStatList:'' Armor - Blunt (armor stat)
+
* Skill Need Factors:
| The protection given against blunt damage like fists, club impacts and rock falls.
+
** '''SkillNeed_BaseBonus:'''
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
+
*** Skill: '''[[Intellectual]]'''
The remaining armor rating is then compared against a random number from 0 to 100.
+
*** Base Value: '''{{%|0.08}}'''
- If the random number is under half the armor rating, the damage deflects harmlessly.
+
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
- 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.
+
* '''Capacity Factors:'''
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.
+
** Capacity: '''[[Manipulation]]'''
Each layer of armor is applied separately, from the outside in.
+
*** Weight: '''{{%|0.5}}'''
| -
+
*** Max: '''{{%|1.1}}'''
 +
** Capacity: '''[[Sight]]'''
 +
*** Weight: '''{{%|0.5}}'''
 +
*** Max: '''{{%|1.1}}'''
 
| -
 
| -
 +
|- id="AccuracyBase"
 +
! AccuracyBase
 +
| Weapon_Ranged
 
|
 
|
* '''Parts:'''
+
* Default Base Value: '''{{%|1}}'''
** '''StatPart_Stuff:'''
+
* Min Value: '''{{%|0.01}}'''
*** Priority: '''100
+
* Max Value: '''{{%|1}}'''
*** '''Stuff Power Stat: '''StuffPower_Armor_Blunt
+
* To String Style: '''PercentZero'''
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
+
* Show If Undefined: '''{{Bad|false}}'''
| 99
+
| ''StatParts'':
<!--</StatDef>-->
+
* '''''StatPart_Quality:'''''
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
+
** Factor Awful: '''{{%|0.8}}'''
|
+
** Factor Poor: '''{{%|0.9}}'''
* ''defName:'' ArmorRating_Heat
+
** Factor Normal: '''{{%|1}}'''
* ''label:'' Armor - Heat
+
** Factor Good: '''{{%|1.1}}'''
* ''labelForFullStatList:'' Armor - Heat (armor stat)
+
** Factor Excellent: '''{{%|1.2}}'''
| The protection given against temperature-related damage like burns.
+
** Factor Masterwork: '''{{%|1.35}}'''
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
+
** Factor Legendary: '''{{%|1.5}}'''
The remaining armor rating is then compared against a random number from 0 to 100.
 
- If the random number is under half the armor rating, the damage deflects harmlessly.
 
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
Each layer of armor is applied separately, from the outside in.
 
| -
 
| -
 
|
 
* '''Parts:'''
 
** '''StatPart_Stuff:'''
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Armor_Heat
 
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
 
| 98
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' Insulation_Cold
 
* ''label:'' Insulation - Cold
 
* ''labelForFullStatList:'' Insulation - Cold (armor stat)
 
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures.
 
 
| -
 
| -
 +
<!-- Darkness combat -->
 +
|- id="DarknessCombat"
 +
! DarknessCombat{{IdeologyIcon}}
 +
| PawnCombat
 
|
 
|
* '''Cacheable:''' {{Good|true}}
+
* Default Base Value: '''{{%|0}}'''
|
+
* To String Style: '''PercentZero'''
* '''Parts:'''
+
* Show On Animals: '''{{Bad|false}}'''
** '''StatPart_Stuff:'''
+
* Always Hide: '''{{Good|true}}'''
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Insulation_Cold
 
*** '''Multiplier Stat: '''StuffEffectMultiplierInsulation_Cold
 
| 90
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' Insulation_Heat
 
* ''label:'' Insulation - Heat
 
* ''labelForFullStatList:'' Insulation - Heat (armor stat)
 
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures.
 
 
| -
 
| -
 
| -
 
| -
 +
<!-- Mechanitor -->
 +
|- id="MechanitorStatBase"
 +
! MechanitorStatBase{{BiotechIcon}}
 +
| Mechanitor
 
|
 
|
* '''Parts:'''
+
* Worker Class: '''StatWorker_Mechanitor'''
** StatPart_Stuff:
+
* Default Base Value: '''{{%|0}}
*** Priority: '''100
+
* Min Value: '''{{%|0}}
*** '''Stuff Power Stat: '''StuffPower_Insulation_Heat
+
* Show On Animals: '''{{Bad|false}}'''
*** '''Multiplier Stat: '''StuffEffectMultiplierInsulation_Heat
+
* Show On Humanlikes: '''{{Good|true}}'''
| 89
+
* Show On Mechanoids: '''{{Bad|false}}'''
<!--</StatDef>-->
+
* Show If Undefined: '''{{Good|true}}'''
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' EnergyShieldEnergyMax
 
* ''label:'' Shield max energy
 
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage.
 
| Apparel
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.6}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.8}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.4}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.7}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|2.1}}}}'''
 
| 70
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' EnergyShieldRechargeRate
 
* ''label:'' Shield recharge rate
 
| The rate at which a shield gains energy as long as it is not broken.
 
| Apparel
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0.45}}
 
* '''To String Style:''' PercentZero
 
* '''Format String:''' {0}/s
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.95}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.05}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.3}}}}'''
 
| 69
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PackRadius
 
* ''label:'' Effect radius
 
| The area affected when this pack detonates.
 
| Apparel
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.84}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.92}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.08}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.16}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.3}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
| 60
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' EquipDelay
 
* ''label:'' equip delay
 
| The time it takes to equip and unequip this item.
 
| Apparel
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatMaxOne
 
* '''Format String:''' {0} s
 
* '''Show On Pawns:''' {{Bad|false}}
 
 
| -
 
| -
| 50
+
| 2000
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Basics_General -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MaxHitPoints
 
* ''label:'' max hit points
 
| The maximum hit points of an object.<br id="n" /><br id="n" />This represents how much damage it can take before being destroyed.
 
| BasicsNonPawnImportant
 
|
 
* '''Default Base Value:''' {{%|100}}
 
* '''Min Value:''' {{%|1}}
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 200
 
* '''Show Non Abstract:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 99997
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Mass
 
* ''label:'' mass
 
| The physical mass of an object.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatTwoOrThree
 
* '''Format String:''' {0} kg
 
* '''Minified Thing Inherits:''' {{Good|true}}
 
* '''Show On Unhaulables:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_GearAndInventoryMass'''
 
** '''StatPart_UnfinishedThingIngredientsMass'''
 
** '''StatPart_AddedBodyPartsMass'''
 
| 1500
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MarketValue
 
* ''label:'' market value
 
| The market value of an object.<br id="n" /><br id="n" />The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
| -
 
| -
 
|
 
* '''Parts:'''
 
** '''StatPart_Health:'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0.0, 0.0)
 
***** (0.5, 0.1)
 
***** (0.6, 0.5)
 
***** (0.9, 1.0)
 
{{Graph:Chart|width=200|height=100|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=}}
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3,0.5)
 
***** (13,0.9)
 
***** (18,1)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MarketValueIgnoreHp
 
* ''label:'' market value ignoring hitpoints
 
| -
 
| -
 
|
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SellPriceFactor
 
* ''label:'' sell price multiplier
 
| A multiplier on the price at which you can sell items.
 
| BasicsNonPawn
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Untradeables:''' {{Bad|false}}
 
| -
 
| 2509
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RoyalFavorValue
 
* ''label:'' honor value
 
| The amount of honor your trader will earn for giving this to a tribute collector.
 
| BasicsImportant
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatMaxThree
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
| -
 
| 2508
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Flammability
 
* ''label:'' flammability
 
| How easily an object catches fire and how quickly a fire will grow as it burns.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
<!-- Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.-->
 
* '''Max Value:''' 2
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Minified Thing Inherits:''' {{Good|true}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkToMake
 
* ''label:'' work to make
 
| The base amount of work it takes to make an item, once all materials are gathered.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3100
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' DeteriorationRate
 
* ''label:'' deterioration rate
 
| The rate at which this item deteriorates when left outside, in average hit points per day.<br id="n" /><br id="n" />Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
| BasicsNonPawn
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} / day
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|2}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|1.5}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|0.8}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|0.6}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|0.3}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|0.1}}}}'''
 
** '''StatPart_EnvironmentalEffects:'''
 
*** Factor Offset Unroofed: '''{{+|{{%|0.5}}}}'''
 
*** Factor Offset Outdoors: '''{{+|{{%|0.5}}}}'''
 
*** Protected By Edifice Factor: '''{{%|0}}'''
 
** '''StatPart_Pollution{{BiotechIcon}}:'''
 
*** Multiplier: '''{{%|1.5}}'''
 
** '''StatPart_NoxiousHaze{{BiotechIcon}}:'''
 
*** Multiplier: '''{{%|3}}'''
 
** '''StatPart_ToxicFallout:'''
 
*** Multiplier: '''{{%|3}}'''
 
** '''StatPart_NearHarbingerTree{{AnomalyIcon}}:'''
 
*** Multiplier: '''{{%|2}}'''
 
** '''StatPart_ShamblerCorpse{{AnomalyIcon}}:'''
 
*** Multiplier: '''{{%|5}}'''
 
| 2500
 
<!--</StatDef>-->
 
|- id="" <!-- Name="Beauty" --><!--<StatDef>-->
 
|
 
* ''defName:'' Beauty
 
* ''label:'' beauty
 
| How enjoyable an object is to look at.<br id="n" /><br id="n" />Beautiful objects fulfill characters' need for beauty.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|-1000}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 100
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|-0.1}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.5}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|2}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|3}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|5}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|8}}}}'''
 
** '''StatPart_ContentsBeauty'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="Beauty" --><!--<StatDef>-->
 
|
 
* ''defName:'' BeautyOutdoors
 
* ''label:'' outdoor beauty
 
| How enjoyable something is to look at if it's outside.<br id="n" /><br id="n" />Beautiful objects fulfill peoples' need for beauty.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Cleanliness
 
* ''label:'' cleanliness
 
| How much an object contributes to an area's cleanliness score.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Max Value:''' 1000
 
* '''Min Value:''' {{%|-1000}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Comfort
 
* ''label:'' comfort
 
| How comfortable an object is to sit or lay on.<br id="n" /><br id="n" />Using comfortable objects fulfills a character's need for comfort.
 
| BasicsNonPawn
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''Max Value:''' 1000
 
* '''Min Value:''' {{%|-1000}}
 
* '''To String Style:''' FloatTwo
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.76}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.88}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.12}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.24}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.45}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.7}}}}'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Nutrition
 
* ''label:'' nutrition
 
| How nutritious this food is.
 
| BasicsNonPawnImportant
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''To String Style:''' FloatTwo
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_PlantGrowthNutritionFactor'''
 
** '''StatPart_IsFlesh'''
 
** '''StatPart_IsCorpseFresh'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' FoodPoisonChanceFixedHuman
 
* ''label:'' food poison chance
 
* ''labelForFullStatList:'' food poison chance (food stat)
 
| The chance this food will cause food poisoning.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_MaxChanceIfRotting'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyTurret
 
* ''label:'' shooting accuracy
 
* ''labelForFullStatList:'' shooting accuracy (turrets)
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
| BasicsNonPawn
 
|
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Default Base Value:''' {{%|0.96}}
 
* '''To String Style:''' PercentOne
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Basics_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalPotency
 
* ''label:'' medical potency
 
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
 
| BasicsNonPawnImportant
 
|
 
* '''Default Base Value:''' {{%|0.0}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalQualityMax
 
* ''label:'' medical tend quality maximum
 
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
 
| BasicsNonPawnImportant
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''Min Value:''' {{%|0.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ConstructionSpeedFactor
 
* ''label:'' construction speed
 
* ''labelForFullStatList:'' construction speed (material factor)
 
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 2500
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeditationFocusStrength
 
* ''label:'' meditation psyfocus bonus
 
| The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating.
 
| Meditation
 
|
 
* '''Worker Class:''' StatWorker_PossibleCompOffsets
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0.0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show Zero Base Value:''' {{Good|true}}
 
| -
 
| 4010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicSensitivityOffset
 
* ''label:'' psychic sensitivity offset
 
| An offset applied to the user's psychic sensitivity.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.5}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.66}}}}'''
 
*** Factor Normal: '''{{%|0.83}}'''
 
*** Factor Good: '''{{%|1.0}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.16}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.32}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
*** apply To Negative Values: '''{{Good|true}}'''
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicSensitivityFactor
 
* ''label:'' psychic sensitivity factor
 
| A factor applied to the user's psychic sensitivity.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicEntropyMaxOffset
 
* ''label:'' neural heat limit offset
 
| An offset applied to the user's neural heat limit.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
* '''Show If Mods Loaded Any:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
| 3525
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicEntropyRecoveryRateOffset
 
* ''label:'' neural heat recovery rate offset
 
| An offset applied to the user's neural heat recovery rate.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Format String:''' {0}/s
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded Any:'''
 
Royalty {{RoyaltyIcon}}
 
Biotech {{BiotechIcon}}
 
 
 
| 3550
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' FilthMultiplier
 
* ''label:'' filth multiplier
 
| How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
 
| Terrain
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CleaningTimeFactor
 
* ''label:'' cleaning time multiplier
 
| A multiplier on how long it takes to clean filth from this surface.
 
| Terrain
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.001}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Building_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkToBuild
 
* ''label:'' work to build
 
| The base amount of work it takes to build a structure, once all materials are gathered.<br id="n" /><br id="n" />The work required to deconstruct the structure is also based on this.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3101
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' DoorOpenSpeed
 
* ''label:'' door opening speed
 
| The speed at which the door opens when unpowered.<br id="n" /><br id="n" />Slow doors will slow down everyone who uses them.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentZero
 
| -
 
| 3102
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BedRestEffectiveness
 
* ''label:'' rest effectiveness
 
| How fast people sleeping on this gain rest.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|0.0}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''Value If Missing:''' 0.8
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.86}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.92}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.08}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.14}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.25}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.6}}}}'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TrapMeleeDamage
 
* ''label:'' trap melee damage
 
| How much damage this trap does on average per hit. Each trap hits multiple times.<br id="n" /><br id="n" />The actual damage in any instance will vary randomly.
 
| Building
 
|
 
* '''Worker Class:''' StatWorker_MeleeDamageAmountTrap
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|1}}
 
* '''To String Style:''' Integer
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5001
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TrapSpringChance
 
* ''label:'' trap spring chance
 
| The likelihood that the trap will spring when an unaware creature passes over it.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ResearchSpeedFactor
 
* ''label:'' research speed factor
 
| The speed at which people do research is multiplied by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.25}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1.00}}'''
 
*** Factor Outdoors: '''{{%|0.75}}'''
 
** '''StatPart_WorkTableTemperature'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ResearchSpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ReadingBonus]]'''
 
*** '''Custom Label: '''Reading bonus'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalTendQualityOffset
 
* ''label:'' medical tend quality offset
 
| Medical tend quality is offset by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|0}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ImmunityGainSpeedFactor
 
* ''label:'' immunity gain speed factor
 
| Immunity gain speed is multiplied by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.5}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PowerPlantMaxPowerOuput
 
* ''label:'' max power output
 
| The maximum power that this generator can output in ideal conditions.
 
| Building
 
|
 
* '''Worker Class:''' StatWorker_MaxPowerOutput
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Show On Non Power Plants:''' {{Bad|false}}
 
| -
 
| 1000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkTableWorkSpeedFactor
 
* ''label:'' work speed factor
 
| Work speed is multiplied by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_WorkTableUnpowered'''
 
** '''StatPart_WorkTableTemperature'''
 
** '''StatPart_WorkTableOutdoors'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkTableEfficiencyFactor
 
* ''label:'' work efficiency factor
 
| Work efficiency is multiplied by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' JoyGainFactor
 
* ''label:'' recreation power
 
| How effectively this item entertains people and fulfills the need for recreation.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.76}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.88}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.12}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.24}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.4}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.8}}}}'''
 
| 4010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SurgerySuccessChanceFactor
 
* ''label:'' surgery success chance factor
 
| A multiplier to the chance that a surgery will succeed when performed here.<br id="n" /><br id="n" />Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
 
| Building
 
|
 
* '''Worker Class:''' StatWorker_SurgerySuccessChanceFactor
 
* '''Default Base Value:''' {{%|1.00}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[SurgerySuccessChanceCleanlinessFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
** '''StatPart_Glow:'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.75)
 
***** (0.50,1.00)
 
{{Graph:Chart|width=200|height=100|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=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1}}'''
 
*** Factor Outdoors: '''{{%|0.85}}'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.90}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.95}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.05}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.15}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.3}}}}'''
 
| 4100
 
<!--</StatDef>-->
 
<!-- This is only used to communicate information in the special stats page -->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RoomReadingBonus
 
* ''label:'' reading bonus
 
| Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
 
| Building
 
|
 
* '''Worker Class:''' StatWorker_RoomReadingBonus
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ReadingBonus]]'''
 
*** '''Custom Label: '''Reading bonus'''
 
| 4200
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Pawns_Combat -->
 
<!--<Defs>-->
 
<!-- ================================== Melee =======================================-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDPS
 
* ''label:'' melee DPS
 
| Average damage per second in melee combat.<br id="n" /><br id="n" />This stat ignores target defenses like dodging and armor.
 
| PawnCombat
 
|
 
* '''Worker Class:''' StatWorker_MeleeDPS
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' {{Good|true}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| 5100
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDamageFactor
 
* ''label:'' melee damage factor
 
| A multiplier on the amount of melee damage inflicted by this person.
 
| PawnCombat
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
|
 
* '''Parts:'''
 
** '''StatPart_ShamblerCrawling{{AnomalyIcon}}:'''
 
*** Factor: '''{{%|0.75}}'''
 
| 5200
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeCooldownFactor
 
* ''label:'' melee cooldown
 
| A multiplier on the time this creature takes to recover after making a melee attack.
 
| PawnCombat
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5201
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeArmorPenetration
 
* ''label:'' melee armor penetration
 
| Average armor penetration of all attacks in melee combat.<br id="n" /><br id="n" />This stat includes currently used weapon.
 
| PawnCombat
 
|
 
* '''Worker Class:''' StatWorker_MeleeArmorPenetration
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''For Information Only:''' {{Good|true}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| 4100
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeHitChance
 
* ''label:'' melee hit chance
 
| Chance to hit a target in melee.<br id="n" /><br id="n" />The target can still dodge even if we would've hit.
 
| PawnCombat
 
|
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
 
* '''No Skill Offset:''' 4
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Melee|Melee]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|1}}}}'''
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|1.5}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|1.5}}'''
 
* '''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=200|height=100|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=}}
 
* '''Parts:'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (4,0.05)
 
***** (12,0.8)
 
***** (13,1)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4100
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDodgeChance
 
* ''label:'' melee dodge chance
 
| Chance to dodge a melee attack that would've otherwise hit.<br id="n" /><br id="n" />Characters will not dodge while aiming or firing a ranged weapon.
 
| PawnCombat
 
|
 
* '''Never Disabled:''' {{Good|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: '''[[Skills#Melee|Melee]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|1}}}}'''
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Moving]]'''
 
*** Scale: '''18'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''8'''
 
*** Max: '''{{%|1.4}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (5, 0)
 
*** (20, 0.30)
 
*** (60, 0.50)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 4100
 
<!--</StatDef>-->
 
<!-- ================================== Shooting =======================================-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RangedCooldownFactor
 
* ''label:'' ranged cooldown multiplier
 
| A multiplier on the cooldown between bursts when using a ranged weapon.
 
| PawnCombat
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 1205
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyPawn
 
* ''label:'' shooting accuracy
 
* ''labelForFullStatList:'' shooting accuracy (people)
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors.<br id="n" /><br id="n" />A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
| PawnCombat
 
|
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|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:''' {{Bad|false}}
 
* '''No Skill Offset:''' 8
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|1}}}}'''
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|2}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''8'''
 
*** Max: '''{{%|1}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (-20, 0.70)
 
*** (-10, 0.80)
 
*** (-6, 0.83)
 
*** (-4, 0.85)
 
*** (-2, 0.87)
 
*** (0, 0.89)
 
*** (2, 0.93)
 
*** (4, 0.94)
 
*** (6, 0.95)
 
*** (8, 0.96)
 
*** (10, 0.97)
 
*** (12, 0.975)
 
*** (14, 0.98)
 
*** (16, 0.98333)
 
*** (18, 0.98666)
 
*** (20, 0.99)
 
*** (22, 0.9925)
 
*** (26, 0.995)
 
*** (30, 0.9965)
 
*** (40, 0.998)
 
*** (60, 0.999)
 
{{Graph:Chart|width=200|height=100|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=}}
 
* '''Post Process Stat Factors:'''
 
** [[ShootingAccuracyChildFactor]]{{BiotechIcon}}
 
| 4050
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyFactor_Touch
 
* ''label:'' accuracy factor (close)
 
| A multiplier on accuracy at a distance of 3 cells or less.
 
| -
 
| -
 
| -
 
| 4049
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyFactor_Short
 
* ''label:'' accuracy factor (short)
 
| A multiplier on accuracy at a distance of 12 cells.
 
| -
 
| -
 
| -
 
| 4048
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyFactor_Medium
 
* ''label:'' accuracy factor (medium)
 
| A multiplier on accuracy at a distance of 25 cells.
 
| -
 
| -
 
| -
 
| 4047
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyFactor_Long
 
* ''label:'' accuracy factor (long)
 
| A multiplier on accuracy at a distance of 40 cells or more.
 
| -
 
| -
 
| 4046
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AimingDelayFactor
 
* ''label:'' aiming time
 
| How long it takes to shoot after choosing a target.
 
| PawnCombat
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
|
 
* '''Parts:'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (4,1.8)
 
***** (12,1.1)
 
***** (13,1)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4040
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MortarMissRadiusFactor
 
* ''label:'' Mortar miss radius multiplier
 
* ''labelForFullStatList:'' Mortar miss radius multiplier
 
| A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
 
| PawnCombat
 
|
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
 
* '''No Skill Offset:''' 0
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''{{%|0.2}}'''
 
*** Bonus Per Level: '''{{+|{{%|-0.025}}}}'''
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Sight]]'''
 
*** Max: '''{{%|1}}'''
 
*** Scale: '''-1'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''-0.5'''
 
| 4060
 
<!--</StatDef>-->
 
<!-- ================================== Misc =======================================-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PawnTrapSpringChance
 
* ''label:'' trap spring chance
 
| Chance to spring a trap the character is unaware of.
 
| PawnCombat
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4047
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' IncomingDamageFactor
 
* ''label:'' incoming damage multiplier
 
| A multiplier on all incoming damage.
 
| PawnCombat
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
| -
 
| 4048
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StaggerDurationFactor
 
* ''label:'' stagger time multiplier
 
| A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
 
| PawnCombat
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 1200
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Pawns_General -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MoveSpeed
 
* ''label:'' move speed
 
| Speed of movement in cells per second.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|3.0}}
 
* '''Min Value:''' {{%|0.15}}
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} c/s
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Moving]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_Glow:'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.80)
 
***** (0.30,1.00)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}
 
| 2500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CrawlSpeed
 
* ''label:'' crawl speed
 
| Speed of crawling in cells per second.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|0.6}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Format String:''' {0} c/s
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 2499
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MentalBreakThreshold
 
* ''label:'' mental break threshold
 
| As long as someone's mood is below this level, they are in danger of having a mental break.<br id="n" /><br id="n" />The severity of the mental break will depend on how far below the threshold they are.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|0.35}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Max Value:''' 0.50
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicSensitivity
 
* ''label:'' psychic sensitivity
 
| More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''PsychicSensitivityOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
** '''StatPart_GearStatFactor:'''
 
*** Apparel Stat: '''PsychicSensitivityFactor'''
 
*** Include Weapon: '''{{Good|true}}'''
 
** '''StatPart_SightPsychicSensitivityOffset'''
 
** '''StatPart_BlindPsychicSensitivityOffset''' {{IdeologyIcon}}
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ToxicResistance
 
* ''label:'' toxic resistance
 
| How well this creature resists toxic buildup.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
| -
 
| 3451
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' GlobalLearningFactor
 
* ''label:'' global learning factor
 
| A multiplier on the learning rate for all skills.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>--> <!-- Hidden stat only used by facilities to control hunger rate of sleeping pawns -->
 
|
 
* ''defName:'' BedHungerRateFactor
 
* ''label:'' bed hunger rate multiplier
 
| -
 
| -
 
|
 
* '''Always Hide:''' {{Good|true}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1.0}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RestRateMultiplier
 
* ''label:'' rest rate multiplier
 
| A multiplier on how quickly a creature rests while sleeping.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Blood Pumping]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Metabolism]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Breathing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
| 2501
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' EatingSpeed
 
* ''label:'' eating speed
 
| A multiplier on eating speed.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.15}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Eating]]'''
 
*** Weight: '''{{%|0.95}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ComfyTemperatureMin
 
* ''label:'' min comfortable temperature
 
| Below this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' {{%|-2000}}
 
* '''Max Value:''' 2000
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''Insulation_Cold'''
 
*** Subtract: '''{{Good|true}}'''
 
| 2010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ComfyTemperatureMax
 
* ''label:'' max comfortable temperature
 
| Above this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly above this temperature, they will develop heatstroke and eventually die.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|40}}
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' {{%|-2000}}
 
* '''Max Value:''' 2000
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''Insulation_Heat'''
 
| 2010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ImmunityGainSpeed
 
* ''label:'' immunity gain speed
 
| The speed at which this character gains immunity to diseases.<br id="n" /><br id="n" />If this is too slow, the character will die from a disease before developing immunity.
 
| BasicsPawn
 
|
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Blood Filtration]]'''
 
*** Weight: '''{{%|0.5}}'''
 
* '''Parts:'''
 
** '''StatPart_Food:'''
 
*** Factor Urgently Hungry: '''{{%|0.9}}'''
 
*** Factor Starving: '''{{%|0.7}}'''
 
** '''StatPart_Rest:'''
 
*** Factor Tired: '''{{%|0.96}}'''
 
*** Factor Very Tired: '''{{%|0.92}}'''
 
*** Factor Exhausted: '''{{%|0.8}}'''
 
** '''StatPart_BedStat:'''
 
*** Stat: '''[[ImmunityGainSpeedFactor]]'''
 
** '''StatPart_Resting:'''
 
*** Factor: '''{{%|1.1}}'''
 
** '''StatPart_Age:'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0.65,1)
 
***** (0.8,0.95)
 
***** (1.0,0.9)
 
***** (1.2,0.8)
 
***** (1.5,0.5)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' InjuryHealingFactor
 
* ''label:'' injury healing factor
 
| The multiplier applied to a person's injury healing rate.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Deathresting{{BiotechIcon}}'''
 
*** Factor: '''{{%|5}}'''
 
| 2201
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CarryingCapacity
 
* ''label:'' carrying capacity
 
| The amount of stuff this creature can carry in its hands, mouth, or other manipulators.<br id="n" /><br id="n" />This is separate from the ability to carry cargo on long cross-world trips.
 
| BasicsPawn
 
|
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|75}}
 
* '''Min Value:''' {{%|1}}
 
* '''To String Style:''' Integer
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1.0}}'''
 
| 2203
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeatAmount
 
* ''label:'' meat amount
 
| The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
 
| BasicsPawn
 
|
 
* '''Worker Class:''' StatWorker_MeatAmount
 
* '''Default Base Value:''' {{%|140}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''To String Style:''' Integer
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NotCarefullySlaughtered:'''
 
*** Factor: '''{{%|0.66}}'''
 
** '''StatPart_Difficulty_ButcherYield'''
 
** '''StatPart_Malnutrition:'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0, 1)
 
***** (1, 0.4)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}}
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (0,0)
 
*** (5,14)
 
*** (40,40)
 
*** (100000,100000)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 3552
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' LeatherAmount
 
* ''label:'' leather amount
 
| The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
 
| BasicsPawn
 
|
 
* '''Worker Class:''' StatWorker_LeatherAmount
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Hide At Value:''' {{%|0}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NotCarefullySlaughtered:'''
 
*** Factor: '''{{%|0.66}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (0,0)
 
*** (5,14)
 
*** (40,40)
 
*** (100000,100000)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 3551
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MinimumHandlingSkill
 
* ''label:'' minimum handling skill
 
| This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
 
| BasicsPawn
 
|
 
* '''Worker Class:''' StatWorker_MinimumHandlingSkill
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show On Non Wild Man Humanlikes:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_WildManOffset:'''
 
*** Offset: '''{{+|7}}'''
 
| 1500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PainShockThreshold
 
* ''label:'' pain shock threshold
 
| The pain level at which this creature is downed from pain.
 
| BasicsPawn
 
|
 
* '''Min Value:''' {{%|0.01}}
 
* '''Max Value:''' 0.99
 
* '''Default Base Value:''' {{%|0.8}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ForagedNutritionPerDay
 
* ''label:'' foraged food amount
 
| The amount of nutrition this person will automatically forage per day while traveling by caravan.
 
| BasicsPawn
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.09}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.9}}'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' FilthRate
 
* ''label:'' filth rate
 
| How much filth this creature produces.<br id="n" /><br id="n" />It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
 
| BasicsPawn
 
|
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
| -
 
| 2205
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AnimalsLearningFactor
 
* ''label:'' animals learning factor
 
| A multiplier on the learning rate for animals skill.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CaravanRidingSpeedFactor
 
* ''label:'' caravan riding speed
 
| The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
 
| BasicsPawn
 
|
 
* '''Worker Class:''' StatWorker_CaravanRidingSpeedFactor
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' {{%|1}}
 
| -
 
| 2203
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MaxNutrition
 
* ''label:'' max nutrition
 
| The amount of nutrition needed to completely fill this creature's stomach.
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
| BasicsPawn
 
|
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_LifeStageMaxFood'''
 
| 2501
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' LifespanFactor
 
* ''label:'' lifespan factor
 
| Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeditationFocusGain
 
* ''label:'' meditation psyfocus gain
 
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|0.5}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded Any:'''
 
Biotech {{BiotechIcon}}
 
 
 
| 4010
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicEntropyMax
 
* ''label:'' neural heat limit
 
| The maximum amount of neural heat individual can tolerate safely.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|30}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
* '''Show If Hediffs Present:'''
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
* '''Show If Mods Loaded Any:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* '''Stat Factors:'''
 
** '''[[Psychic Sensitivity]]'''
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
*** Apparel Stat: '''PsychicEntropyMaxOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
| 3500
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicEntropyRecoveryRate
 
* ''label:'' neural heat recovery rate
 
| The rate at which this person reduces neural heat.
 
| BasicsPawn
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0.54}}
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0}/s
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
* '''Show If Hediffs Present:'''
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
* '''Show If Mods Loaded Any:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* '''Parts:'''
 
** '''StatPart_Pain:'''
 
*** Factor: '''{{%|3}}'''
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
*** Apparel Stat: '''PsychicEntropyRecoveryRateOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ToxicEnvironmentResistance
 
* ''label:'' toxic environment resistance
 
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1
 
| -
 
| 3450
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RestFallRateFactor
 
* ''label:'' sleep fall rate
 
| A multiplier on the speed that a person's sleep need falls.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|-id="" <!-- ParentName="MechStatBase" MayRequireAnyOf="Biotech {{BiotechIcon}},Ludeon.RimWorld.Anomaly" --><!--<StatDef>-->
 
|
 
* ''defName:'' EMPResistance
 
* ''label:'' EMP resistance
 
| This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
 
| -
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2030
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' JoyFallRateFactor
 
* ''label:'' recreation fall rate
 
| A multiplier on the speed that a person's recreation need falls.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Pawns_Social -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' NegotiationAbility
 
* ''label:'' negotiation ability
 
| How effective this person is as a negotiator.<br id="n" /><br id="n" />This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.075}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 2600
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PawnBeauty
 
* ''label:'' beauty
 
| How physically attractive this person is. This affects social interactions.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ArrestSuccessChance
 
* ''label:'' Arrest success chance
 
| How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.6}}
 
* '''Max Value:''' 1
 
* '''Value If Missing:''' 0.4
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.6}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.075}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3, 0.05)
 
***** (13, 0.8)
 
***** (18, 1)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TradePriceImprovement
 
* ''label:'' trade price improvement
 
| When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 0.395
 
* '''Display Max When Above Or Equal:''' {{Good|true}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.015}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_PlayerFactionLeader:'''
 
*** Offset: '''{{+|{{%|0.02}}}}'''
 
| 2599
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' DrugSellPriceImprovement
 
* ''label:'' drug sell price improvement
 
| When this person sells non-medical drugs, prices are improved by this percentage.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| 2560
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SocialImpact
 
* ''label:'' social impact
 
| A multiplier on how much other people are affected by this person's social interactions.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentTwo
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.82}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0275}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
| 2000
 
<!--</StatDef>-->
 
<!--============ Animal ============-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TameAnimalChance
 
* ''label:'' tame animal chance
 
| The base chance this person will successfully tame an animal on any given attempt.<br id="n" /><br id="n" />The actual chance is also affected by the animal's wildness.<br id="n" />Failed tame attempt can induce animal attacks, especially for more vicious animals.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentTwo
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.03}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1901
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TrainAnimalChance
 
* ''label:'' train animal chance
 
| The base chance this person will make progress training an animal on a given attempt.<br id="n" /><br id="n" />The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentTwo
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0.10}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1900
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BondAnimalChanceFactor
 
* ''label:'' bond chance factor
 
| A multiplier on the chance to bond with an animal when interacting with it.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentTwo
 
| -
 
| 1890
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Pawns_WorkGeneral -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkSpeedGlobal
 
* ''label:'' global work speed
 
| A multiplier on a character's speed at doing any kind of work.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Player Mechanoids:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Glow:'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.80)
 
***** (0.30,1.00)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_Slave{{IdeologyIcon}}:'''
 
*** Factor: '''{{%|0.85}}'''
 
** '''StatPart_OverseerStatOffset{{BiotechIcon}}:'''
 
*** Stat: '''[[WorkSpeedGlobalOffsetMech]]'''
 
*** Label: '''Offset from mechanitor'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (4,0.2)
 
***** (12,0.8)
 
***** (18,1)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 5000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MiningSpeed
 
* ''label:'' mining speed
 
| A speed at which this person mines away walls.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Mining|Mining]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4900
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' DeepDrillingSpeed
 
* ''label:'' deep drilling speed
 
| A speed at which this person uses a deep drill to extract underground resources.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Mining|Mining]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4901
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MiningYield
 
* ''label:'' mining yield
 
| The percentage of mined resources a miner will produce.<br id="n" /><br id="n" />This applies to both wall mining and deep drill mining.<br id="n" />This doesn't affect the production rate of rock chunks from deep drills.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1.25
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Mining|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:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4902
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SmoothingSpeed
 
* ''label:'' smoothing speed
 
| A multiplier on the speed at which this person smooths rough stone floors and walls.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Construction|Construction]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
| 4500
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ResearchSpeed
 
* ''label:'' research speed
 
| How fast this person performs research and how quickly they can find things using scanning equipment.
 
| -
 
|
 
* '''Min Value:''' {{%|0.1}}
 
| -
 
| 4500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AnimalGatherSpeed
 
* ''label:'' animal gather speed
 
| The speed at which this person milks, shears, and otherwise gathers resources from animals.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4501
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AnimalGatherYield
 
* ''label:'' animal gather yield
 
| The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.<br id="n" /><br id="n" />Higher percentages reduce the chance of wasting the product.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Animals|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:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4502
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PlantWorkSpeed
 
* ''label:'' plant work speed
 
| The speed at which this person sows and harvests plants.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** Base Value: '''{{%|0.08}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
* Show On Pawn Kind: '''[[Agrihand]]''' {{BiotechIcon}}
 
| 4550
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PlantHarvestYield
 
* ''label:'' plant harvest yield
 
| The yield this person gets when harvesting plants.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1.5
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Plants|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:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4551
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' DrugHarvestYield
 
* ''label:'' drug crop harvest yield
 
| The yield this person gets when harvesting drug crops.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1.5
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Plant Harvest Yield]]'''
 
| 4552
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' HuntingStealth
 
* ''label:'' hunting stealth
 
| This stat reduces the chance of hunted animals attacking the hunter.<br id="n" /><br id="n" />A 0% score means no reduction.<br id="n" />A 100% score means animals never attack.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Moving]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''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=200|height=100|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=}}
 
| 4500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ConstructionSpeed
 
* ''label:'' construction speed
 
| The speed at which this person constructs and repairs buildings.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Construction|Construction]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
* Show On Pawn Kind: '''[[Constructoid]]''' {{BiotechIcon}}
 
| 4602
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ConstructSuccessChance
 
* ''label:'' construct success chance
 
| The chance that this person will succeed in constructing something.<br id="n" />Failing means wasting time and resources.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Construction|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:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4601
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' FixBrokenDownBuildingSuccessChance
 
* ''label:'' repair success chance
 
| The chance that this person will successfully repair a broken down building using a component.<br id="n" /><br id="n" />Failing means wasting time and resources.<br id="n" />Note that this only applies to repairing breakdowns, which is different from repairing damage.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Construction|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:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4600
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CleaningSpeed
 
* ''label:'' cleaning speed multiplier
 
| A multiplier on how fast this cleans up filth from the ground.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Show On Player Mechanoids:''' {{Good|true}}
 
* '''To String Style:''' PercentZero
 
|
 
* Show On Pawn Kind: '''[[Cleansweeper]]''' {{BiotechIcon}}
 
| 2500
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ReadingSpeed
 
* ''label:'' reading speed
 
| A multiplier on how fast this person can read.
 
| PawnWork
 
|
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Default Base Value:''' {{%|0.8}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|1}}'''
 
*** Required: '''{{Bad|false}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.02}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Consciousness]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|1}}'''
 
*** Max: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3,0.05)
 
***** (13,1)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4600
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Pawns_WorkMedical -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalTendSpeed
 
* ''label:'' medical tend speed
 
| Speed at which the character tends to wounds and illnesses.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.8}}'''
 
*** Max: '''{{%|1.3}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4650
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalTendQuality
 
* ''label:'' medical tend quality
 
| The base quality of tending given when tending wounds and illnesses.<br id="n" /><br id="n" />The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.20}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.10}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Max: '''{{%|1.4}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
*** Max: '''{{%|1.4}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (0, 0)
 
*** (1.0, 1.0)
 
*** (2.0, 1.5)
 
*** (4.0, 2.0)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 4651
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalOperationSpeed
 
* ''label:'' medical operation speed
 
| The speed at which the character performs medical operations.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4652
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MedicalSurgerySuccessChance
 
* ''label:'' medical surgery success chance
 
| The base chance that a character will succeed when performing a medical operation.<br id="n" /><br id="n" />The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.<br id="n" /><br id="n" />No matter how high this stat is, there is always a small chance of failure on any operation.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1.00}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Medicine|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:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4653
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Stuff -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffPower_Armor_Sharp
 
* ''label:'' Armor - Sharp
 
* ''labelForFullStatList:'' Armor - Sharp (material factor)
 
| Armor against sharp damage like bullets, knife stabs, and animal bites.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4510
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffPower_Armor_Blunt
 
* ''label:'' Armor - Blunt
 
* ''labelForFullStatList:'' Armor - Blunt (material factor)
 
| Armor against blunt damage like club impacts, rock falls, and explosions.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4509
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffPower_Armor_Heat
 
* ''label:'' Armor - Heat
 
* ''labelForFullStatList:'' Armor - Heat (material factor)
 
| Armor against temperature-related damage like burns.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4508
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffPower_Insulation_Cold
 
* ''label:'' Insulation - Cold
 
* ''labelForFullStatList:'' Insulation - Cold (material factor)
 
| How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' TemperatureOffset
 
| -
 
| 4507
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StuffPower_Insulation_Heat
 
* ''label:'' Insulation - Heat
 
* ''labelForFullStatList:'' Insulation - Heat (material factor)
 
| How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' TemperatureOffset
 
| -
 
| 4506
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Weapons_Melee -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeWeapon_AverageDPS
 
* ''label:'' melee damage per second
 
| Average damage dealt per second in melee combat, if all attacks hit.
 
| Weapon_Melee
 
|
 
* '''Worker Class:''' StatWorker_MeleeAverageDPS
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 5010
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeWeapon_AverageArmorPenetration
 
* ''label:'' melee armor penetration
 
| Average armor penetration in melee combat.
 
| Weapon_Melee
 
|
 
* '''Worker Class:''' StatWorker_MeleeAverageArmorPenetration
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 5009
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeWeapon_DamageMultiplier
 
* ''label:'' melee damage multiplier
 
| A damage multiplier applied to melee combat.
 
| Weapon_Melee
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.8}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.45}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.65}}}}'''
 
| 5008
 
<!--</StatDef>-->
 
<!-- Damage multipliers should be stats on stuffs only-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeWeapon_CooldownMultiplier
 
* ''label:'' melee cooldown
 
| A multiplier on attack delay for weapons made of this material.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4504
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SharpDamageMultiplier
 
* ''label:'' sharp damage
 
| A multiplier on damage from sharp-type attacks for weapons made of this material.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4505
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BluntDamageMultiplier
 
* ''label:'' blunt damage
 
| A multiplier on damage from blunt-type attacks for weapons made of this material.
 
| StuffStatFactors
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4506
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Core Stats_Weapons_Ranged -->
 
<!--<Defs>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' AccuracyTouch
 
* ''label:'' Accuracy (close)
 
| The weapon's accuracy at a distance of 3 cells or less.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| 5110
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' AccuracyShort
 
* ''label:'' Accuracy (short)
 
| The weapon's accuracy at a distance of 12 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| 5109
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' AccuracyMedium
 
* ''label:'' Accuracy (medium)
 
| The weapon's accuracy at a distance of 25 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| 5108
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' AccuracyLong
 
* ''label:'' Accuracy (long)
 
| The weapon's accuracy at a distance of 40 cells or more.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| 5107
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RangedWeapon_Cooldown
 
* ''label:'' ranged cooldown
 
| How long it takes to recover after firing this weapon.
 
| Weapon_Ranged
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} s
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 5106
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RangedWeapon_DamageMultiplier
 
* ''label:'' damage multiplier
 
| A damage multiplier applied to projectiles fired from this weapon.
 
| Weapon_Ranged
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|1}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{%|1}}'''
 
*** Factor Excellent: '''{{%|1}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.25}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
| 5105
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Royalty Stats_Apparel -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' JumpRange
 
* ''label:'' Jump range
 
| The maximum jump distance.
 
| Apparel
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.75}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.06}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.13}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.19}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.25}}}}'''
 
| 60
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Royalty Stats_Basics_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeditationPlantGrowthOffset
 
* ''label:'' meditation plant growth offset
 
| An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.
 
| Meditation
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show Zero Base Value:''' {{Bad|false}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
 
*** Radius: '''34.9'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0,  0.0)
 
***** (5,  -0.08)
 
***** (10, -0.15)
 
***** (50, -0.3)
 
{{Graph:Chart|width=200|height=100|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=}}
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Royalty Stats_Pawns_General -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicEntropyGain
 
* ''label:'' neural heat gain
 
| A multiplier on neural heat gained from any source.
 
| BasicsPawn
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Show If Mods Loaded:'''
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Basics_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SlaveSuppressionOffset
 
* ''label:'' slave suppression offset
 
| An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 3600
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' TerrorSource
 
* ''label:'' terror
 
| The intensity of terror this object induces when viewed.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}%
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality_Offset:'''
 
*** Offset Awful: '''{{+|3}}'''
 
*** Offset Poor: '''{{+|6}}'''
 
*** Offset Normal: '''{{+|10}}'''
 
*** Offset Good: '''{{+|15}}'''
 
*** Offset Excellent: '''{{+|20}}'''
 
*** Offset Masterwork: '''{{+|30}}'''
 
*** Offset Legendary: '''{{+|40}}'''
 
*** Thing Defs: '''[[Terror sculpture]]'''
 
** '''StatPart_CorpseCasket:'''
 
*** Offset Occupied: '''{{+|25}}'''
 
*** Thing Defs: '''[[Gibbet cage]]'''
 
| 3600
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Buildings_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BiosculpterPodSpeedFactor
 
* ''label:'' biosculpter pod speed factor
 
| A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[BiosculpterPodSpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
| 4100
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Misc -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StyleDominance
 
* ''label:'' style dominance
 
| How much this object contributes to overall style dominance in an area.
 
| BasicsNonPawn
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatMaxThree
 
* '''Hide At Value:''' {{%|0}}
 
* '''Hide In Classic Mode:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_HasRelic:'''
 
*** Offset: '''{{+|40}}'''
 
| 6000
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Pawns_General -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Terror
 
* ''label:'' terror
 
| The intensity of terror this person is experiencing.
 
| BasicsPawn
 
|
 
* '''Worker Class:''' StatWorker_Terror
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Max Value:''' 100
 
* '''To String Style:''' PercentZero
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 3600
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Pawns_Ideo -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ConversionPower
 
* ''label:'' conversion power
 
| How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
* '''Parts:'''
 
** '''StatPart_RoleConversionPower'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1901
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CertaintyLossFactor
 
* ''label:'' global certainty loss factor
 
| A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 1900
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SocialIdeoSpreadFrequencyFactor
 
* ''label:'' ideoligion spread chance
 
| A multiplier on the chance that this person will try to convert other people to their own ideoligion.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 1899
 
<!--</StatDef>-->
 
<!-- Darkness combat -->
 
<!-- Darkness combat - shooting accuracy -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyOutdoorsDarkOffset
 
* ''label:'' shooting accuracy outdoors dark
 
| An offset on shooting accuracy if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyOutdoorsLitOffset
 
* ''label:'' shooting accuracy outdoors lit
 
| An offset on shooting accuracy if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyIndoorsDarkOffset
 
* ''label:'' shooting accuracy indoors dark
 
| An offset on shooting accuracy if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyIndoorsLitOffset
 
* ''label:'' shooting accuracy indoors lit
 
| An offset on shooting accuracy if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!-- Darkness combat - melee hit chance -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeHitChanceOutdoorsDarkOffset
 
* ''label:'' melee hit chance outdoors dark
 
| An offset on melee hit chance if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeHitChanceOutdoorsLitOffset
 
* ''label:'' melee hit chance outdoors lit
 
| An offset on melee hit chance if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeHitChanceIndoorsDarkOffset
 
* ''label:'' melee hit chance indoors dark
 
| An offset on melee hit chance if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeHitChanceIndoorsLitOffset
 
* ''label:'' melee hit chance indoors lit
 
| An offset on melee hit chance if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!-- Darkness combat - melee dodge chance -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDodgeChanceOutdoorsDarkOffset
 
* ''label:'' melee dodge chance outdoors night
 
| An offset on melee dodge chance if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDodgeChanceOutdoorsLitOffset
 
* ''label:'' melee dodge chance outdoors day
 
| An offset on melee dodge chance if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDodgeChanceIndoorsDarkOffset
 
* ''label:'' melee dodge chance indoors dark
 
| An offset on melee dodge chance if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDodgeChanceIndoorsLitOffset
 
* ''label:'' melee dodge chance indoors lit
 
| An offset on melee dodge chance if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BiosculpterOccupantSpeed
 
* ''label:'' biosculpter occupant speed
 
| A multiplier on how quickly this person will complete a biosculpter pod cycle.
 
| PawnMisc
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BiosculptingSpeedFactor'''
 
| 1900
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Pawns_Social -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SlaveSuppressionFallRate
 
* ''label:'' slave suppression fall rate
 
| The rate at which slave suppression falls.
 
| PawnSocial
 
|
 
* '''Worker Class:''' StatWorker_SuppressionFallRate
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Format String:''' {0} per day
 
* '''Format String Unfinalized:''' {0} per day
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Slaves Only:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Terror'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''SlaveSuppressionOffset'''
 
*** Subtract: '''{{Good|true}}'''
 
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3, -0.5)
 
***** (13, -0.3)
 
***** (16, 0)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}}
 
| 2200
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AnimalProductsSellImprovement
 
* ''label:'' animal products price improvement
 
| When this person sells meat, leather, or wool, prices are improved by this percentage.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| 2570
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Ideology Stats_Pawns_WorkGeneral -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' SuppressionPower
 
* ''label:'' suppression power
 
| A multiplier on a warden's ability to suppress slaves.
 
| PawnSocial
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.05}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0225}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' HackingSpeed
 
* ''label:'' hacking speed
 
| How fast this person can hack into computer terminals.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1.1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1.1}}'''
 
| 4510
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PruningSpeed
 
* ''label:'' pruning speed
 
| A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.<br id="n" /><br id="n" />Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** '''Values Per Level:'''
 
**** 0.92
 
**** 0.93
 
**** 0.94
 
**** 0.95
 
**** 0.96
 
**** 0.97
 
**** 0.98
 
**** 0.99
 
**** 1
 
**** 1.01
 
**** 1.02
 
**** 1.03
 
**** 1.04
 
**** 1.05
 
**** 1.06
 
**** 1.07
 
**** 1.08
 
**** 1.09
 
**** 1.10
 
**** 1.11
 
**** 1.12
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Biotech Stats_Buildings_Special -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BabyPlayGainFactor
 
* ''label:'' baby play power
 
| How effectively this object can be used to fulfill a baby's need for play.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4020
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' GeneticComplexityIncrease
 
* ''label:'' genetic complexity increase
 
| When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Number Sense:''' Offset
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| 4200
 
<!--</StatDef>-->
 
<!-- Similar to ResearchSpeedFactor -->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' AssemblySpeedFactor
 
* ''label:'' work speed factor
 
| The speed at which people assemble genes here is multiplied by this value.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.25}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1.00}}'''
 
*** Factor Outdoors: '''{{%|0.75}}'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[AssemblySpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' BirthRitualQualityOffset
 
* ''label:'' birth quality offset
 
| This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
 
| Building
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
| -
 
| 4110
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Biotech Stats_Misc -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MaxInstallCount
 
* ''label:'' max install count
 
| How many times this can be installed. Each additional installation increases or upgrades the base effect.
 
| Basics
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Hide At Value:''' {{%|0}}
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 4020
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Biotech Stats_Pawns_Combat -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MeleeDoorDamageFactor
 
* ''label:'' melee door damage factor
 
| A special multiplier on the amount of melee damage inflicted on doors.
 
| PawnCombat
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Humanlikes:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Good|true}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ShootingAccuracyChildFactor
 
* ''label:'' shooting accuracy multiplier
 
| -
 
| PawnCombat
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Show Developmental Stage Filter:''' Child
 
* '''Always Hide:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Age:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (4,0.95)
 
***** (12,0.98)
 
***** (13,1)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Biotech Stats_Pawns_General -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' Fertility
 
* ''label:'' fertility
 
| Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
 
| BasicsPawn
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Humanlikes:''' {{Good|true}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Adult
 
|
 
* '''Parts:'''
 
** '''StatPart_FertilityByGenderAge:'''
 
*** '''Male Fertility Age Factor:'''
 
**** '''Points:'''
 
***** (14, 0)
 
***** (18, 1)
 
***** (50, 1)
 
***** (90, 0)
 
{{Graph:Chart|width=200|height=100|xAxisTitle=Male Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|yType=number|x=14, 18, 50, 90|y=0, 1, 1, 0|interpolate=monotone|xGrid=|yGrid=}}
 
** '''Female Fertility Age Factor:'''
 
**** '''Points:'''
 
***** (14, 0)
 
***** (20, 1)
 
***** (28, 1)
 
***** (35, 0.5)
 
***** (40, 0.1)
 
***** (45, 0.02)
 
***** (50, 0)
 
{{Graph:Chart|width=200|height=100|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=}}
 
** '''StatPart_FertilityByHediffs'''
 
| -
 
<!--</StatDef>-->
 
<!-- Mechanitor -->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechBandwidth
 
* ''label:'' mech bandwidth
 
| How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.<br id="n" /><br id="n" />Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechControlGroups
 
* ''label:'' mech control groups
 
| How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechRemoteRepairDistance
 
* ''label:'' mech remote repair distance
 
| How far away a mech can be during remote repair.
 
| -
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechRemoteShieldDistance
 
* ''label:'' mech remote shield distance
 
| The maximum range at which a mechanitor can place a shield on a mechanoid.
 
| -
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechRemoteShieldEnergy
 
* ''label:'' mech remote shield energy
 
| The energy a remote shield will have when created by a mechanitor.
 
| -
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechFormingSpeed
 
* ''label:'' mech gestation speed
 
| A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
 
| -
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechRepairSpeed
 
* ''label:'' mech repair speed
 
| A multiplier on how fast a mechanitor can repair mechanoids.
 
| -
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.8}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.1}}}}'''
 
| -
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' SubcoreEncodingSpeed
 
* ''label:'' subcore encoding speed
 
| A multiplier on how fast a mechanitor can create subcores.
 
| -
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.1}}}}'''
 
| -
 
<!--</StatDef>-->
 
<!-- Mech -->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' BandwidthCost
 
* ''label:'' bandwidth cost
 
| How much bandwidth this mech consumes when under mechanitor control.
 
| -
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' ControlTakingTime
 
* ''label:'' control taking time
 
| How many seconds it will take for a mechanitor to take control of this mech.
 
| -
 
|
 
* '''Default Base Value:''' {{%|12}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}s
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2010
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechEnergyUsageFactor
 
* ''label:'' energy usage multiplier
 
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
| -
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' WastepacksPerRecharge
 
* ''label:'' wastepacks per recharge
 
| How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.
 
| -
 
|
 
* '''Default Base Value:''' {{%|5}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Post Process Stat Factors:'''
 
** '''[[Bandwidth Cost]]'''
 
* '''Parts:'''
 
** '''StatPart_Hyperlinks:'''
 
*** Thing Defs: '''[[Toxic wastepack]]'''
 
| 2000
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' MechEnergyLossPerHP
 
* ''label:'' repair energy cost
 
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
| -
 
|
 
* '''Worker Class:''' StatWorker_MechEnergyLossPerHP
 
* '''Default Base Value:''' {{%|0.333}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' Integer
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2020
 
<!--</StatDef>-->
 
<!-- Genes -->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' HemogenGainFactor
 
* ''label:'' hemogen gain multiplier
 
| A multiplier on the amount of hemogen gained.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' RawNutritionFactor
 
* ''label:'' raw nutrition multiplier
 
| A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
| -
 
| 1001
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' CancerRate
 
* ''label:'' cancer rate factor
 
| A multiplier on how likely this person is to develop cancer in any given time frame.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2100
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' LearningRateFactor
 
* ''label:'' learning rate factor
 
| A multiplier on how quickly a child's learning need is fulfilled by learning activities.
 
| BasicsPawn
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Child
 
| -
 
| 1350
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' GrowthVatOccupantSpeed
 
* ''label:'' growth vat occupant speed
 
| A multiplier on how quickly this person will grow when in a growth vat.
 
| PawnMisc
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GrowthVatSpeedFactor'''
 
| 1850
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Biotech Stats_Pawns_WorkGeneral -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' WorkSpeedGlobalOffsetMech
 
* ''label:'' mech work speed offset
 
| A work speed offset applied to a mechanitor's mechs.
 
| Mechanitor
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Anomaly Stats_Containment -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ContainmentStrength
 
* ''label:'' containment strength
 
''offsetLabel:'' containment offset
 
| How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.
 
| Containment
 
|
 
* '''Worker Class:''' StatWorker_ContainmentStrength
 
* '''Show On Default Value:''' {{Good|true}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' MinimumContainmentStrength
 
* ''label:'' min containment strength
 
| The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.
 
| Containment
 
|
 
* '''Worker Class:''' StatWorker_MinimumContainmentStrength
 
* '''Overrides Hide Stats:''' {{Good|true}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' FloatOne
 
| -
 
| 9999
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ColdContainmentBonus
 
* ''label:'' cold containment bonus
 
| This entity is less likely to escape if kept in a very cold room.
 
| Containment
 
|
 
* '''Worker Class:''' StatWorker_ColdContainmentBonus
 
* '''Overrides Hide Stats:''' {{Good|true}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Anomaly Stats_Pawns_Misc -->
 
<!--<Defs>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|
 
* ''defName:'' EntityStudyRate
 
* ''label:'' entity study rate
 
| The rate at which this person generates knowledge from studying unnatural entities.
 
| -
 
|
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0.001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 211
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' StudyEfficiency
 
* ''label:'' study efficiency
 
| A multiplier on how much knowledge a person gets when studying unnatural entities.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' {{%|0.001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| 210
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' ActivitySuppressionRate
 
* ''label:'' activity suppression speed
 
| The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
 
| PawnWork
 
|
 
* '''Default Base Value:''' {{%|0.065}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''To String Style:''' PercentOne
 
* '''Format String:''' {0} per hour
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Adult
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|-0.015}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0075}}}}'''
 
*** Required: '''{{Bad|false}}'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|-0.015}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0075}}}}'''
 
*** Required: '''{{Bad|false}}'''
 
* '''Stat Factors:'''
 
** '''[[Psychic Sensitivity]]'''
 
| 209
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!-- Anomaly Stats_PsychicRituals -->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicRitualQuality
 
* ''label:'' psychic ritual quality
 
| How much nearby buildings improve quality of psychic rituals performed here.
 
| PsychicRituals
 
|
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|
 
* ''defName:'' PsychicRitualQualityOffset
 
* ''label:'' psychic ritual quality offset
 
| An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
 
| PsychicRituals
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
  
 +
<div class="mw-collapsible mw-collapsed">
 
== List of Stats by defName ==
 
== List of Stats by defName ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Line 5,621: Line 1,906:
 
</div>
 
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible mw-collapsed">
 
== Stat Statistics ==
 
== Stat Statistics ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">

Revision as of 20:39, 16 September 2024

Room Stats

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

Stats Nav Test

All 230 Stats

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

Stats Ask Query

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

Stats Nav

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Merged Stat Subpages

DefName
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • Def Name:
    MaxHitPoints
  • Label:
    max hit points
The maximum hit points of an object.

This represents how much damage it can take before being destroyed.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 100%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • Def Name:
    Mass
  • Label:
    mass
The physical mass of an object.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwoOrThree
  • Format String: {0} kg
  • Minified Thing Inherits: true
  • Show On Unhaulables: false
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_GearAndInventoryMass
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_AddedBodyPartsMass
1500
  • Def Name:
    MarketValue
  • Label:
    market value
The market value of an object.

The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)
2510
  • Def Name:
    MarketValueIgnoreHp
  • Label:
    market value ignoring hitpoints
-
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
  • Always Hide: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
  • Def Name:
    SellPriceFactor
  • Label:
    sell price multiplier
A multiplier on the price at which you can sell items.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show On Untradeables: false
- 2509
  • Def Name:
    RoyalFavorValue
  • Label:
    honor value
The amount of honor your trader will earn for giving this to a tribute collector.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatMaxThree
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
- 2508
  • Def Name:
    Flammability
  • Label:
    flammability
How easily an object catches fire and how quickly a fire will grow as it burns.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 2
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Minified Thing Inherits: true
- 3000
  • Def Name:
    WorkToMake
  • Label:
    work to make
The base amount of work it takes to make an item, once all materials are gathered.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3100
  • Def Name:
    DeteriorationRate
  • Label:
    deterioration rate
The rate at which this item deteriorates when left outside, in average hit points per day.

Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • Format String: {0} / day
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 200%
      • Factor Poor: 150%
      • Factor Normal: 100%
      • Factor Good: 80%
      • Factor Excellent: 60%
      • Factor Masterwork: 30%
      • Factor Legendary: 10%
    • StatPart_EnvironmentalEffects:
      • Factor Offset Unroofed: +50%
      • Factor Offset Outdoors: +50%
      • Protected By Edifice Factor: 0%
    • StatPart_PollutionContent added by the Biotech DLC:
      • Multiplier: 150%
    • StatPart_NoxiousHazeContent added by the Biotech DLC:
      • Multiplier: 300%
    • StatPart_ToxicFallout:
      • Multiplier: 300%
    • StatPart_NearHarbingerTreeContent added by the Anomaly DLC:
      • Multiplier: 200%
    • StatPart_ShamblerCorpseContent added by the Anomaly DLC:
      • Multiplier: 500%
2500
  • Def Name:
    Beauty
  • Label:
    beauty
How enjoyable an object is to look at.

Beautiful objects fulfill characters' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    BeautyOutdoors
  • Label:
    outdoor beauty
How enjoyable something is to look at if it's outside.

Beautiful objects fulfill peoples' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    Cleanliness
  • Label:
    cleanliness
How much an object contributes to an area's cleanliness score.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Apply Factors If Negative: false
- 3000
  • Def Name:
    Comfort
  • Label:
    comfort
How comfortable an object is to sit or lay on.

Using comfortable objects fulfills a character's need for comfort.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • To String Style: FloatTwo
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
3000
  • Def Name:
    Nutrition
  • Label:
    nutrition
How nutritious this food is.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • To String Style: FloatTwo
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_IsFlesh
    • StatPart_IsCorpseFresh
3000
  • Def Name:
    FoodPoisonChanceFixedHuman
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (food stat)
The chance this food will cause food poisoning.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentZero
  • Parts:
    • StatPart_MaxChanceIfRotting
4000
  • Def Name:
    ShootingAccuracyTurret
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    shooting accuracy (turrets)
Base chance to not miss per cell of shot distance.

Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_ShootingAccuracy
  • Default Base Value: 96%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Show If Undefined: false
- 4000


  • Def Name:
    MedicalPotency
  • Label:
    medical potency
How effective this is when used to tend wounds and diseases, or do surgery.

Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 20%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4000
  • Def Name:
    MedicalQualityMax
  • Label:
    medical tend quality maximum
The maximum quality of medical tending that can be achieved while using this.

Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4010
  • Def Name:
    ConstructionSpeedFactor
  • Label:
    construction speed
  • Label For Full Stat List:
    construction speed (material factor)
The speed at which buildings made of this are constructed is multiplied by this value.

Some materials, like stone, are slow to build from, while others, like wood, are fast.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 2500
  • Def Name:
    MeditationFocusStrength
  • Label:
    meditation psyfocus bonus
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.

For some objects, this number can change depending on the surroundings and the person doing the meditating.
  • Display Order:
    13
  • Def Name:
    Meditation
  • Label:
    Meditation
  • Display All By Default:
    true
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Worker Class: StatWorker_PossibleCompOffsets
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show Zero Base Value: true
- 4010
  • Def Name:
    PsychicSensitivityOffset
  • Label:
    psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Cacheable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 50%
      • Factor Poor: 66%
      • Factor Normal: 83%
      • Factor Good: 100%
      • Factor Excellent: 116%
      • Factor Masterwork: 132%
      • Factor Legendary: 150%
      • apply To Negative Values: true
3500
  • Def Name:
    PsychicSensitivityFactor
  • Label:
    psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
- 3500
  • Def Name:
    PsychicEntropyMaxOffset
  • Label:
    neural heat limit offset
An offset applied to the user's neural heat limit.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3525
  • Def Name:
    PsychicEntropyRecoveryRateOffset
  • Label:
    neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Format String: {0}/s
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3550
  • Def Name:
    FilthMultiplier
  • Label:
    filth multiplier
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • Def Name:
    CleaningTimeFactor
  • Label:
    cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0.1%
  • Show On Pawns: false
  • To String Style: PercentZero
- -


  • Def Name:
    StuffEffectMultiplierArmor
  • Label:
    Armor - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • Def Name:
    StuffEffectMultiplierInsulation_Cold
  • Label:
    Insulation - Cold - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • Def Name:
    StuffEffectMultiplierInsulation_Heat
  • Label:
    Insulation - Heat - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 3
  • Def Name:
    ArmorRating_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (armor stat)
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
100
  • Def Name:
    ArmorRating_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (armor stat)
The protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
99
  • Def Name:
    ArmorRating_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (armor stat)
The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
98
  • Def Name:
    Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.

Greater values allow surviving in colder temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
  • Cacheable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
90
  • Def Name:
    Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (armor stat)
How much this apparel improves a wearer's maximum comfortable temperature.

Greater values allow surviving in warmer temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
89
  • Def Name:
    EnergyShieldEnergyMax
  • Label:
    Shield max energy
The maximum energy a shield can have at one time.

More energy absorbs more damage.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 60%
      • Factor Poor: 80%
      • Factor Normal: 100%
      • Factor Good: 120%
      • Factor Excellent: 140%
      • Factor Masterwork: 170%
      • Factor Legendary: 210%
70
  • Def Name:
    EnergyShieldRechargeRate
  • Label:
    Shield recharge rate
The rate at which a shield gains energy as long as it is not broken.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • Default Base Value: 45%
  • To String Style: PercentZero
  • Format String: {0}/s
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 120%
      • Factor Legendary: 130%
69
  • Def Name:
    PackRadius
  • Label:
    Effect radius
The area affected when this pack detonates.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • To String Style: FloatOne
  • Format String: {0} c
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 84%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 116%
      • Factor Masterwork: 130%
      • Factor Legendary: 150%
60
  • Def Name:
    EquipDelay
  • Label:
    equip delay
The time it takes to equip and unequip this item.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50


  • Def Name:
    AccuracyTouch
  • Label:
    Accuracy (close)
The weapon's accuracy at a distance of 3 cells or less.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5110
  • Def Name:
    AccuracyShort
  • Label:
    Accuracy (short)
The weapon's accuracy at a distance of 12 cells.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5109
  • Def Name:
    AccuracyMedium
  • Label:
    Accuracy (medium)
The weapon's accuracy at a distance of 25 cells.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5108
  • Def Name:
    AccuracyLong
  • Label:
    Accuracy (long)
The weapon's accuracy at a distance of 40 cells or more.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5107
  • Def Name:
    RangedWeapon_Cooldown
  • Label:
    ranged cooldown
How long it takes to recover after firing this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: FloatTwo
  • Format String: {0} s
  • Show If Undefined: false
  • Scenario Randomizable: true
- 5106
  • Def Name:
    RangedWeapon_DamageMultiplier
  • Label:
    damage multiplier
A damage multiplier applied to projectiles fired from this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 100%
      • Factor Normal: 100%
      • Factor Good: 100%
      • Factor Excellent: 100%
      • Factor Masterwork: 125%
      • Factor Legendary: 150%
5105


  • Def Name:
    MeleeWeapon_AverageDPS
  • Label:
    melee damage per second
Average damage dealt per second in melee combat, if all attacks hit.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageDPS
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
- 5010
  • Def Name:
    MeleeWeapon_AverageArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration in melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
- 5009
  • Def Name:
    MeleeWeapon_DamageMultiplier
  • Label:
    melee damage multiplier
A damage multiplier applied to melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 80%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 110%
      • Factor Excellent: 120%
      • Factor Masterwork: 145%
      • Factor Legendary: 165%
5008
  • Def Name:
    MeleeWeapon_CooldownMultiplier
  • Label:
    melee cooldown
A multiplier on attack delay for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4504
  • Def Name:
    SharpDamageMultiplier
  • Label:
    sharp damage
A multiplier on damage from sharp-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4505
  • Def Name:
    BluntDamageMultiplier
  • Label:
    blunt damage
A multiplier on damage from blunt-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4506


  • Def Name:
    WorkToBuild
  • Label:
    work to build
The base amount of work it takes to build a structure, once all materials are gathered.

The work required to deconstruct the structure is also based on this.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3101
  • Def Name:
    DoorOpenSpeed
  • Label:
    door opening speed
The speed at which the door opens when unpowered.

Slow doors will slow down everyone who uses them.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentZero
- 3102
  • Def Name:
    BedRestEffectiveness
  • Label:
    rest effectiveness
How fast people sleeping on this gain rest.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 40%
  • Value If Missing: 0.8
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 86%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 114%
      • Factor Masterwork: 125%
      • Factor Legendary: 160%
4000
  • Def Name:
    TrapMeleeDamage
  • Label:
    trap melee damage
How much damage this trap does on average per hit. Each trap hits multiple times.

The actual damage in any instance will vary randomly.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeDamageAmountTrap
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: Integer
  • Show If Undefined: false
- 5001
  • Def Name:
    TrapSpringChance
  • Label:
    trap spring chance
The likelihood that the trap will spring when an unaware creature passes over it.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5000
  • Def Name:
    ResearchSpeedFactor
  • Label:
    research speed factor
The speed at which people do research is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 25%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%
    • StatPart_WorkTableTemperature
    • StatPart_RoomStat:
    • StatPart_RoomStat:
1000
  • Def Name:
    MedicalTendQualityOffset
  • Label:
    medical tend quality offset
Medical tend quality is offset by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Hide At Value: 0%
- 2000
  • Def Name:
    ImmunityGainSpeedFactor
  • Label:
    immunity gain speed factor
Immunity gain speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 50%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 4000
  • Def Name:
    PowerPlantMaxPowerOuput
  • Label:
    max power output
The maximum power that this generator can output in ideal conditions.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MaxPowerOutput
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Show On Non Power Plants: false
- 1000
  • Def Name:
    WorkTableWorkSpeedFactor
  • Label:
    work speed factor
Work speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Parts:
    • StatPart_WorkTableUnpowered
    • StatPart_WorkTableTemperature
    • StatPart_WorkTableOutdoors
3000
  • Def Name:
    WorkTableEfficiencyFactor
  • Label:
    work efficiency factor
Work efficiency is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Hide At Value: 100%
- 3000
  • Def Name:
    JoyGainFactor
  • Label:
    recreation power
How effectively this item entertains people and fulfills the need for recreation.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 140%
      • Factor Legendary: 180%
4010
  • Def Name:
    SurgerySuccessChanceFactor
  • Label:
    surgery success chance factor
A multiplier to the chance that a surgery will succeed when performed here.

Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_SurgerySuccessChanceFactor
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 85%
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 115%
      • Factor Legendary: 130%
4100
  • Def Name:
    RoomReadingBonus
  • Label:
    reading bonus
Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_RoomReadingBonus
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: PercentZero
  • Parts:
    • StatPart_RoomStat:
4200


  • Def Name:
    Ability_CastingTime
  • Label:
    casting time
How long it takes to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Format String: {0} s
  • To String Style: FloatOne
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1004
  • Def Name:
    Ability_EntropyGain
  • Label:
    neural heat gain
How much neural heat will be added as a result of performing this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 500%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1003
  • Def Name:
    Ability_PsyfocusCost
  • Label:
    psyfocus cost
How much psyfocus must be spent to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Worker Class: StatWorker_PsyfocusCost
  • To String Style: PercentOne
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1002
  • Def Name:
    Ability_Range
  • Label:
    range
The maximum distance to a target of this ability, or to the center of the target location.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 2500%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 1001
  • Def Name:
    Ability_Duration
  • Label:
    duration
How long the effects of this ability last.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Format String: {0} s
  • Show If Undefined: false
- 999
  • Def Name:
    Ability_EffectRadius
  • Label:
    effect radius
The radius of the area of effect of this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 998
  • Def Name:
    Ability_GoodwillImpact
  • Label:
    goodwill impact
How casting this ability on someone will impact relations with their faction.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 997
  • Def Name:
    Ability_DetectChancePerEntropy
  • Label:
    detection chance
The likelihood of this psychic power being detected when it is used.

Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Hide At Value: 0%
  • To String Style: PercentZero
996


  • Def Name:
    StuffPower_Armor_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (material factor)
Armor against sharp damage like bullets, knife stabs, and animal bites.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4510
  • Def Name:
    StuffPower_Armor_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (material factor)
Armor against blunt damage like club impacts, rock falls, and explosions.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4509
  • Def Name:
    StuffPower_Armor_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (material factor)
Armor against temperature-related damage like burns.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4508
  • Def Name:
    StuffPower_Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (material factor)
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4507
  • Def Name:
    StuffPower_Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (material factor)
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4506


  • Def Name:
    MeleeDPS
  • Label:
    melee DPS
Average damage per second in melee combat.

This stat ignores target defenses like dodging and armor.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeDPS
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 5100
  • Def Name:
    MeleeDamageFactor
  • Label:
    melee damage factor
A multiplier on the amount of melee damage inflicted by this person.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Parts:
    • StatPart_ShamblerCrawlingContent added by the Anomaly DLC:
      • Factor: 75%
5200
  • Def Name:
    MeleeCooldownFactor
  • Label:
    melee cooldown
A multiplier on the time this creature takes to recover after making a melee attack.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5201
  • Def Name:
    MeleeArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration of all attacks in melee combat.

This stat includes currently used weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 4100
  • Def Name:
    MeleeHitChance
  • Label:
    melee hit chance
Chance to hit a target in melee.

The target can still dodge even if we would've hit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Never Disabled: true
  • Default Base Value: 0%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 4
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)
4100
  • Def Name:
    MeleeDodgeChance
  • Label:
    melee dodge chance
Chance to dodge a melee attack that would've otherwise hit.

Characters will not dodge while aiming or firing a ranged weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Never Disabled: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • No Skill Offset: 0
  • Show Developmental Stage Filter: Child, Adult
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
    • Capacity: Moving
      • Scale: 18
    • Capacity: Sight
      • Scale: 8
      • Max: 140%
  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)
4100
  • Def Name:
    RangedCooldownFactor
  • Label:
    ranged cooldown multiplier
A multiplier on the cooldown between bursts when using a ranged weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 1%
  • Hide At Value: 100%
- 1205
  • Def Name:
    ShootingAccuracyPawn
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    shooting accuracy (people)
Base chance to not miss per cell of shot distance.

Chance to hit is also affected by many other factors.

A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_ShootingAccuracy
  • Show On Animals: false
  • Show On Entities: false
  • Show Developmental Stage Filter: Child, Adult
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 8
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.70)
      • (-10, 0.80)
      • (-6, 0.83)
      • (-4, 0.85)
      • (-2, 0.87)
      • (0, 0.89)
      • (2, 0.93)
      • (4, 0.94)
      • (6, 0.95)
      • (8, 0.96)
      • (10, 0.97)
      • (12, 0.975)
      • (14, 0.98)
      • (16, 0.98333)
      • (18, 0.98666)
      • (20, 0.99)
      • (22, 0.9925)
      • (26, 0.995)
      • (30, 0.9965)
      • (40, 0.998)
      • (60, 0.999)
4050
  • Def Name:
    ShootingAccuracyFactor_Touch
  • Label:
    accuracy factor (close)
A multiplier on accuracy at a distance of 3 cells or less.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4049
  • Def Name:
    ShootingAccuracyFactor_Short
  • Label:
    accuracy factor (short)
A multiplier on accuracy at a distance of 12 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4048
  • Def Name:
    ShootingAccuracyFactor_Medium
  • Label:
    accuracy factor (medium)
A multiplier on accuracy at a distance of 25 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4047
  • Def Name:
    ShootingAccuracyFactor_Long
  • Label:
    accuracy factor (long)
A multiplier on accuracy at a distance of 40 cells or more.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4046
  • Def Name:
    AimingDelayFactor
  • Label:
    aiming time
How long it takes to shoot after choosing a target.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Entities: false
  • Show Developmental Stage Filter: Child, Adult
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)
4040
  • Def Name:
    MortarMissRadiusFactor
  • Label:
    Mortar miss radius multiplier
  • Label For Full Stat List:
    Mortar miss radius multiplier
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 0
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 20%
      • Bonus Per Level: +-2.5%
  • Capacity Offsets:
4060
  • Def Name:
    PawnTrapSpringChance
  • Label:
    trap spring chance
Chance to spring a trap the character is unaware of.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4047
  • Def Name:
    IncomingDamageFactor
  • Label:
    incoming damage multiplier
A multiplier on all incoming damage.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
- 4048
  • Def Name:
    StaggerDurationFactor
  • Label:
    stagger time multiplier
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
- 1200


  • Def Name:
    NegotiationAbility
  • Label:
    negotiation ability
How effective this person is as a negotiator.

This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 40%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 40%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
2600
  • Def Name:
    PawnBeauty
  • Label:
    beauty
How physically attractive this person is. This affects social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: FloatOne
- 2000
  • Def Name:
    ArrestSuccessChance
  • Label:
    Arrest success chance
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 60%
  • Max Value: 1
  • Value If Missing: 0.4
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Manipulation
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)
2000
  • Def Name:
    TradePriceImprovement
  • Label:
    trade price improvement
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 0.395
  • Display Max When Above Or Equal: true
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 0%
      • Bonus Per Level: +1.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
  • Parts:
    • StatPart_PlayerFactionLeader:
      • Offset: +2%
2599
  • Def Name:
    DrugSellPriceImprovement
  • Label:
    drug sell price improvement
When this person sells non-medical drugs, prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2560
  • Def Name:
    SocialImpact
  • Label:
    social impact
A multiplier on how much other people are affected by this person's social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentTwo
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 82%
      • Bonus Per Level: +2.75%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
2000
  • Def Name:
    TameAnimalChance
  • Label:
    tame animal chance
The base chance this person will successfully tame an animal on any given attempt.

The actual chance is also affected by the animal's wildness.
Failed tame attempt can induce animal attacks, especially for more vicious animals.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +3%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • Def Name:
    TrainAnimalChance
  • Label:
    train animal chance
The base chance this person will make progress training an animal on a given attempt.

The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 10%
      • Bonus Per Level: +5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 70%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1900
  • Def Name:
    BondAnimalChanceFactor
  • Label:
    bond chance factor
A multiplier on the chance to bond with an animal when interacting with it.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentTwo
- 1890


  • Def Name:
    MoveSpeed
  • Label:
    move speed
Speed of movement in cells per second.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 3.0
  • Min Value: 0.15
  • To String Style: FloatTwo
  • Format String: {0} c/s
  • Scenario Randomizable: true
  • Capacity Factors:
  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_RevenantSpeed Content added by the Anomaly DLC
2500
  • Def Name:
    CrawlSpeed
  • Label:
    crawl speed
Speed of crawling in cells per second.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0.6
  • Min Value: 0
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Format String: {0} c/s
2499
  • Def Name:
    MentalBreakThreshold
  • Label:
    mental break threshold
As long as someone's mood is below this level, they are in danger of having a mental break.

The severity of the mental break will depend on how far below the threshold they are.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 35%
  • Min Value: 1%
  • Max Value: 0.50
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Scenario Randomizable: true
- 2000
  • Def Name:
    PsychicSensitivity
  • Label:
    psychic sensitivity
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Min Value: 0%
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: PsychicSensitivityOffset
      • Include Weapon: true
    • StatPart_GearStatFactor:
      • Apparel Stat: PsychicSensitivityFactor
      • Include Weapon: true
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_BlindPsychicSensitivityOffset Content added by the Ideology DLC
3500
  • Def Name:
    ToxicResistance
  • Label:
    toxic resistance
How well this creature resists toxic buildup.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
- 3451
  • Def Name:
    GlobalLearningFactor
  • Label:
    global learning factor
A multiplier on the learning rate for all skills.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    BedHungerRateFactor
  • Label:
    bed hunger rate multiplier
- -
  • Always Hide: true
  • Min Value: 0%
  • To String Style: PercentZero
  • Default Base Value: 100%
- -
  • Def Name:
    RestRateMultiplier
  • Label:
    rest rate multiplier
A multiplier on how quickly a creature rests while sleeping.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 5%
  • Scenario Randomizable: true
  • Show On Mechanoids: false
2501
  • Def Name:
    EatingSpeed
  • Label:
    eating speed
A multiplier on eating speed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Hide At Value: 100%
  • Min Value: 15%
  • Show On Mechanoids: false
  • Show On Entities: false
1000
  • Def Name:
    ComfyTemperatureMin
  • Label:
    min comfortable temperature
Below this temperature, characters will be unhappy.

Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
2010
  • Def Name:
    ComfyTemperatureMax
  • Label:
    max comfortable temperature
Above this temperature, characters will be unhappy.

Significantly above this temperature, they will develop heatstroke and eventually die.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 4000%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Heat
2010
  • Def Name:
    ImmunityGainSpeed
  • Label:
    immunity gain speed
The speed at which this character gains immunity to diseases.

If this is too slow, the character will die from a disease before developing immunity.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Mechanoids: false
  • Capacity Factors:
  • Parts:
    • StatPart_Food:
      • Factor Urgently Hungry: 90%
      • Factor Starving: 70%
    • StatPart_Rest:
      • Factor Tired: 96%
      • Factor Very Tired: 92%
      • Factor Exhausted: 80%
    • StatPart_BedStat:
    • StatPart_Resting:
      • Factor: 110%
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)
2000
  • Def Name:
    InjuryHealingFactor
  • Label:
    injury healing factor
The multiplier applied to a person's injury healing rate.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 0%
  • Hide At Value: 100%
  • Parts:
    • StatPart_DeathrestingContent added by the Biotech DLC
      • Factor: 500%
2201
  • Def Name:
    CarryingCapacity
  • Label:
    carrying capacity
The amount of stuff this creature can carry in its hands, mouth, or other manipulators.

This is separate from the ability to carry cargo on long cross-world trips.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Entities: false
  • Default Base Value: 7500%
  • Min Value: 100%
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
  • Capacity Factors:
2203
  • Def Name:
    MeatAmount
  • Label:
    meat amount
The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeatAmount
  • Default Base Value: 14000%
  • Min Value: 0%
  • Show On Mechanoids: false
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
    • StatPart_Difficulty_ButcherYield
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3552
  • Def Name:
    LeatherAmount
  • Label:
    leather amount
The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_LeatherAmount
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Hide At Value: 0%
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3551
  • Def Name:
    MinimumHandlingSkill
  • Label:
    minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_MinimumHandlingSkill
  • Default Base Value: 0%
  • Min Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show On Non Wild Man Humanlikes: false
  • Parts:
    • StatPart_WildManOffset:
      • Offset: +7
1500
  • Def Name:
    PainShockThreshold
  • Label:
    pain shock threshold
The pain level at which this creature is downed from pain.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 1%
  • Max Value: 0.99
  • Default Base Value: 80%
  • To String Style: PercentZero
  • Show On Mechanoids: false
- 2000
  • Def Name:
    ForagedNutritionPerDay
  • Label:
    foraged food amount
The amount of nutrition this person will automatically forage per day while traveling by caravan.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0%
  • Default Base Value: 0%
  • To String Style: FloatMaxTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 0%
      • Bonus Per Level: +9%
  • Capacity Factors:
1000
  • Def Name:
    FilthRate
  • Label:
    filth rate
How much filth this creature produces.

It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatOne
- 2205
  • Def Name:
    AnimalsLearningFactor
  • Label:
    animals learning factor
A multiplier on the learning rate for animals skill.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    CaravanRidingSpeedFactor
  • Label:
    caravan riding speed
The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_CaravanRidingSpeedFactor
  • Show If Undefined: false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 100%
- 2203
  • Def Name:
    MaxNutrition
  • Label:
    max nutrition
The amount of nutrition needed to completely fill this creature's stomach.
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: FloatMaxTwo
  • Show On Mechanoids: false
  • Show On Entities: false
  • Cacheable: true
  • Parts:
    • StatPart_BodySize
    • StatPart_LifeStageMaxFood
2501
  • Def Name:
    LifespanFactor
  • Label:
    lifespan factor
Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2000
  • Def Name:
    MeditationFocusGainContent added by the Royalty DLC,Content added by the Biotech DLC
  • Label:
    meditation psyfocus gain
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Default Base Value: 50%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show If Mods Loaded Any:
    • Biotech Content added by the Biotech DLC
4010
  • Def Name:
    PsychicEntropyMax
  • Label:
    neural heat limit
The maximum amount of neural heat individual can tolerate safely.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 3000%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Stat Factors:
  • Parts:
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyMaxOffset
      • Include Weapon: true
3500
  • Def Name:
    PsychicEntropyRecoveryRate
  • Label:
    neural heat recovery rate
The rate at which this person reduces neural heat.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0
  • Hide At Value: 0
  • Default Base Value: 0.54
  • To String Style: FloatTwo
  • Format String: {0}/s
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Parts:
    • StatPart_Pain:
      • Factor: 300%
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyRecoveryRateOffset
      • Include Weapon: true
4000
  • Def Name:
    ToxicEnvironmentResistance
  • Label:
    toxic environment resistance
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 1
- 3450
  • Def Name:
    RestFallRateFactor
  • Label:
    sleep fall rate
A multiplier on the speed that a person's sleep need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • Def Name:
    EMPResistance
  • Label:
    EMP resistance
This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 2030
  • Def Name:
    JoyFallRateFactor
  • Label:
    recreation fall rate
A multiplier on the speed that a person's recreation need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -


  • Def Name:
    WorkSpeedGlobal
  • Label:
    global work speed
A multiplier on a character's speed at doing any kind of work.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Player Mechanoids: true
  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_SlaveContent added by the Ideology DLC:
      • Factor: 85%
    • StatPart_OverseerStatOffsetContent added by the Biotech DLC:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)
5000
  • Def Name:
    MiningSpeed
  • Label:
    mining speed
A speed at which this person mines away walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4900
  • Def Name:
    DeepDrillingSpeed
  • Label:
    deep drilling speed
A speed at which this person uses a deep drill to extract underground resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4901
  • Def Name:
    MiningYield
  • Label:
    mining yield
The percentage of mined resources a miner will produce.

This applies to both wall mining and deep drill mining.
This doesn't affect the production rate of rock chunks from deep drills.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.25
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Mining
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.8
        • 0.85
        • 0.9
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4902
  • Def Name:
    SmoothingSpeed
  • Label:
    smoothing speed
A multiplier on the speed at which this person smooths rough stone floors and walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Capacity Factors:
4500
  • Def Name:
    ResearchSpeed
  • Label:
    research speed
How fast this person performs research and how quickly they can find things using scanning equipment.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Min Value: 10%

  • Capacity Factors:
4500
  • Def Name:
    AnimalGatherSpeed
  • Label:
    animal gather speed
The speed at which this person milks, shears, and otherwise gathers resources from animals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4501
  • Def Name:
    AnimalGatherYield
  • Label:
    animal gather yield
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.

Higher percentages reduce the chance of wasting the product.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Animals
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4502
  • Def Name:
    PlantWorkSpeed
  • Label:
    plant work speed
The speed at which this person sows and harvests plants.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 8%
      • Bonus Per Level: +11.5%
4550
  • Def Name:
    PlantHarvestYield
  • Label:
    plant harvest yield
The yield this person gets when harvesting plants.

Low yields give a chance that this person will accidentally waste the harvest.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Plants
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4551
  • Def Name:
    DrugHarvestYield
  • Label:
    drug crop harvest yield
The yield this person gets when harvesting drug crops.

Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
4552
  • Def Name:
    HuntingStealth
  • Label:
    hunting stealth
This stat reduces the chance of hunted animals attacking the hunter.

A 0% score means no reduction.
A 100% score means animals never attack.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0%
      • Bonus Per Level: +5%
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 0%
      • Bonus Per Level: +5%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)
4500
  • Def Name:
    ConstructionSpeed
  • Label:
    construction speed
The speed at which this person constructs and repairs buildings.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
4602
  • Def Name:
    ConstructSuccessChance
  • Label:
    construct success chance
The chance that this person will succeed in constructing something.
Failing means wasting time and resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4601
  • Def Name:
    FixBrokenDownBuildingSuccessChance
  • Label:
    repair success chance
The chance that this person will successfully repair a broken down building using a component.

Failing means wasting time and resources.
Note that this only applies to repairing breakdowns, which is different from repairing damage.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4600
  • Def Name:
    CleaningSpeed
  • Label:
    cleaning speed multiplier
A multiplier on how fast this cleans up filth from the ground.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 10%
  • Show Developmental Stage Filter: Child, Adult
  • Show On Player Mechanoids: true
  • To String Style: PercentZero
2500
  • Def Name:
    ReadingSpeed
  • Label:
    reading speed
A multiplier on how fast this person can read.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Show Developmental Stage Filter: Child, Adult
  • Default Base Value: 80%
  • Min Value: 10%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 100%
      • Required: false
      • Bonus Per Level: +2%
  • Capacity Factors:
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)
4600


  • Def Name:
    MedicalTendSpeed
  • Label:
    medical tend speed
Speed at which the character tends to wounds and illnesses.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4650
  • Def Name:
    MedicalTendQuality
  • Label:
    medical tend quality
The base quality of tending given when tending wounds and illnesses.

The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 20%
      • Bonus Per Level: +10%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)
4651
  • Def Name:
    MedicalOperationSpeed
  • Label:
    medical operation speed
The speed at which the character performs medical operations.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4652
  • Def Name:
    MedicalSurgerySuccessChance
  • Label:
    medical surgery success chance
The base chance that a character will succeed when performing a medical operation.

The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.

No matter how high this stat is, there is always a small chance of failure on any operation.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Medicine
      • Values Per Level:
        • 0.10
        • 0.20
        • 0.30
        • 0.40
        • 0.50
        • 0.60
        • 0.70
        • 0.75
        • 0.80
        • 0.85
        • 0.90
        • 0.92
        • 0.94
        • 0.96
        • 0.98
        • 1.00
        • 1.02
        • 1.04
        • 1.06
        • 1.08
        • 1.10
  • Capacity Factors:
4653


  • Def Name:
    SmeltingSpeed
  • Label:
    smelting speed
The speed at which this person smelts things.

Since smelting is dumb labor, smelting speed is not affected by any skill.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
  • Def Name:
    GeneralLaborSpeed
  • Label:
    general labor speed
The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4999
  • Def Name:
    DrugSynthesisSpeed
  • Label:
    drug synthesis speed
How fast this character synthesizes complex chemical drugs.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Disable If Skill Disabled: Crafting
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 30%
      • Bonus Per Level: +8.75%
      • Required: false
  • Capacity Factors:
4511
  • Def Name:
    CookSpeed
  • Label:
    cooking speed
The speed at which this person cooks meals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 0%
  • No Skill Offset: 20
  • Min Value: 10%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Post Process Stat Factors:
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)
4541
  • Def Name:
    FoodPoisonChance
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (chance to poison a meal)
The probability that this character will inadvertently poison a meal they cook.

Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Cooking
      • Values Per Level:
        • 0.050
        • 0.040
        • 0.030
        • 0.020
        • 0.015
        • 0.010
        • 0.005
        • 0.0025
        • 0.0015
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
4542
  • Def Name:
    DrugCookingSpeed
  • Label:
    drug cooking speed
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4510
  • Def Name:
    ButcheryFleshSpeed
  • Label:
    butchery speed
The speed at which this person butchers flesh creatures.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryMechanoidSpeed
  • Label:
    mechanoid shredding speed
The speed at which this person can shred a mechanoid for resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryFleshEfficiency
  • Label:
    butchery efficiency
The amount of meat produced when butchering flesh creatures.

The actual amount is also related to the creature's size.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520
  • Def Name:
    ButcheryMechanoidEfficiency
  • Label:
    mechanoid shredding efficiency
The amount of materials yielded when this person shreds a dead mechanoid for resources.

The actual amount is also related to the mechanoid's size.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520

Stat Graphs

Cooking Speed

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

Market Value

Item Hit Points

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

Pawn Age

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

Surgery Success Chance Factor

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

Melee Hit Chance

Post Process Curve

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

Pawn Age

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

Melee Dodge Chance

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

Shooting Accuracy

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

Aiming Time

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

Move Speed

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

Immunity Gain Speed

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

Meat Amount

Malnutrition

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

Post Process Curve

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

Leather Amount

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

Arrest Success Chance

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

Global Work Speed

Light Level

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

Pawn Age

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

Hunting Stealth

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

Reading Speed

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

Medical Tend Quality

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

Meditation Plant Growth Offset

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

Slave Suppression Fall Rate

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

Shooting Accuracy Multiplier (Child)

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

Fertility

Male

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

Female

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

Stat Categories

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

Stat Bases

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

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

List of Stats by defName

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

Stat Statistics

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

Level 2

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

Types

242 Total

  • 35 Categories
  • 207 Stats

Bases

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

1 Non Base Parents

  • Beauty

Classes

  • 39 SkillNeed_BaseBonus
  • 8 SkillNeed_Direct

Stat Parts

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