Difference between revisions of "Stat"

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(A first, rough draft of a lead)
m (Rough Global Order of Operations)
 
(3 intermediate revisions by 2 users not shown)
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A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the [[inspect pane]] (right beneath the Health tab button for humans.)
 
A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the [[inspect pane]] (right beneath the Health tab button for humans.)
  
 +
== Order of operations ==
 +
=== Get Value ===
 +
# If ''Minified Thing'' inherits stats and has ''Minified Thing''
 +
## If ''Minified Thing'' has ''Inner Thing'': Get Value
 +
# '''Value Unfinalized''' = ''Get Value Unfinalized''
 +
# '''Value Finalized''' = ''Finalize Value''
 +
# Get Value is complete
  
 +
=== Unfinalized Value ===
 +
Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.
 +
# '''num''' = ''Stat Base Value''
 +
# For ''Pawn'':
 +
## If Pawn has ''Skills'':
 +
### If Pawn has ''[[Property:Skill Need Offsets|Skill Need Offsets]]'': Add each ''Skill Need Offset'' to '''num'''
 +
## Else: Add ''No Skill Offset'' to '''num'''
 +
## If Pawn has ''[[Property:Capacity Offsets|Capacity Offsets]]'': Add each ''Capacity Offset'' to '''num'''
 +
## If Pawn has ''Story'':
 +
### If ''Trait'' isn't suppressed: Add each ''Trait'' to '''num'''
 +
## For every ''Hediff'': Add each ''Hediff Offset'' based on ''Hediff Severity'' to '''num'''
 +
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Add each ''Precept Offset'' to '''num'''
 +
### If ''Precept Conditional Affecter'' applies: Add each ''Precept Conditional Affecter Offset'' to '''num'''
 +
### If Pawn has ''Ideoligion Role'': Add each ''Ideoligion Role Effect Offset'' to '''num'''
 +
## If Pawn has {{BiotechIcon}} ''Genes'': Add each ''Gene Offset'' to '''num'''
 +
### If ''Gene Conditional Affecter'' applies: Add each ''Gene Conditional Affecter Offset'' to '''num'''
 +
## Add each ''Age Related Offset'' to '''num'''
 +
## If Pawn has ''Apparel'': Add each ''Gear Offset'' from ''Worn Apparel'' to '''num'''
 +
## If Pawn has ''Equipment'' (i.e. a weapon): Add ''Gear Offset'' from ''Primary Equipment'' to '''num'''
 +
## If Pawn has ''Story'':
 +
## If ''Trait'' isn't suppressed: multiply '''num''' by each ''Trait Stat Multiplier''
 +
## For every ''Hediff'': Multiply '''num''' by each ''Hediff Factor'' based on ''Hediff Severity''
 +
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Multiply '''num''' by each ''Precept Factor''
 +
### If ''Precept Conditional Affecter'' applies: Multiply '''num''' by each ''Precept Conditional Affecter Factor''
 +
### If Pawn has ''Ideoligion Role'': Multiply '''num''' by each ''Ideoligion Role Effect Factor''
 +
## If Pawn has {{BiotechIcon}} ''Genes'': Multiply '''num''' by each ''Gene Factor''
 +
### If ''Gene Conditional Affecter'' applies: Multiply '''num''' by each ''Gene Conditional Affecter Factor''
 +
## Multiply '''num''' by each ''Age Related Factor''
 +
# For ''Stuff''
 +
## If num > 0 or [[Property:Apply Factors If Negative|Apply Factors If Negative]] = true: Multiply '''num''' by ''Stuff Stat Factor''
 +
## If has ''Quality'': Multiply '''num''' by ''Stuff Quality Factor''
 +
## Add ''Stuff Stat Offset'' to '''num'''
 +
## If has ''Quality'': Add ''Stuff Quality Offset'' to '''num'''
 +
# For ''Abilities''
 +
## If has ''Ability Stat Factors'': Multiply '''num''' by each ''Ability Stat Factor''
 +
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': For each ''Precept'':
 +
### If ''Precept'' has ''Precept Factor'': Multiply '''num''' by ''Precept Factor''
 +
### If ''Precept'' has ''Ability Factor'': Multiply '''num''' by each ''Ability Modifier''
 +
# For ''Things''
 +
## If ''Thing'' has ''Comps'':
 +
### For each ''Comp'': Add ''Comp Offset'' to '''num'''
 +
### For each ''Comp'': Multiply '''num''' by ''Comp Factor''
 +
## For each ''Stat Factor'': Multiply '''num''' by ''Stat Factor''
 +
## If Pawn has ''Skills'':
 +
### If has ''[[Property:Skill Need Factors|Skill Need Factors]]'': For each ''Skill Need Factor'': Multiply '''num''' by ''Skill Need Factor''
 +
## Else: Multiply '''num''' by ''No Skill Factor''
 +
## If has ''[[Property:Capacity Factors|Capacity Factors]]'': For each ''Capacity Factor'':
 +
### <code>num = num + ( ( (num * ''Capacity Factor'') - num) * (''Pawn Capacity Factor Weight'' clamped from 0 to 1) )</code>
 +
## If Pawn is ''[[Inspired]]'':
 +
### Add ''Inspiration Offset'' to '''num'''
 +
### Multiply '''num''' by ''Inspiration Factor''
 +
# '''num''' is now unfinalized value
  
{{#ask: [[Category:Stat]]
+
=== Finalized Value ===
| ?description
+
# ''Stat Request'' '''req''', '''val''' = '''num''' (from Get Unfinalized Value), '''Apply Post Process''' is a Boolean value
| format = broadtable
+
## If has ''Stat [[Property:Parts|Parts]]'': For each ''Part'': ''Transform Value'' ('''req''', '''val''')
| limit  = 500
+
## If '''Apply Post Process''' = true and has [[Property:Post Process Curve|Post Process Curve]]:
| mainlabel = Stat Name
+
### '''val''' = ''Evaluate'' '''val'''
 +
## If '''Apply Post Process''' = true, ''[[Property:Post Process Stat Factors|Post Process Stat Factors]]'' aren't null or empty, and '''req''' ''Has Thing'':
 +
### For each ''Post Process Stat Factor'': Multiply '''val''' by ''Post Process Stat Factor''
 +
## If has ''[[Scenario]]'': Multiply '''val''' by ''Scenario Stat Factor''
 +
## If ''Absolute Value'' of '''val''' > ''[[Property:Round To Five Over|Round To Five Over]]'':
 +
### '''val''' = (''Round'' ('''val''' / 5) ) * 5
 +
## If ''[[Property:Round Value|Round Value]]'' = true:
 +
### '''val''' = ''Round To Integer'' '''val'''
 +
## If '''Apply Post Process''' = true:
 +
### '''val''' = Clamp '''val''' from ''[[Property:Stat Minimum|Min Value]]'' to ''[[Property:Stat Maximum|Max Value]]''
 +
# Finalize Value is complete
 +
 
 +
=== Should Show For ===
 +
WIP
 +
 
 +
=== Is Disabled For ===
 +
WIP
 +
 
 +
== List of Stats By Category ==
 +
=== Important ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Important]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn Important ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn Important]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Non Pawn Important ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Non Pawn Important]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Basics ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Basics]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Non Pawn ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Non Pawn]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Animal Productivity ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_25 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Animal Productivity]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Terrain ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_02 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Terrain]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Meditation ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_07 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Meditation]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Mechanoid ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_22 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Mechanoid]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Apparel ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_01 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Apparel]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Implant ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_01 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Implant]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Drug ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_24 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Drug]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Weapon ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_06 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Weapon]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Weapon (Ranged) ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_06 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Weapon (Ranged)]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Weapon (Melee) ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_06 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Weapon (Melee)]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Building ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_25 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Building]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Ability ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_19 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Ability]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Equipped Stat Offsets ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_03 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Equipped Stat Offsets]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Stuff Stat Factors ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_03 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Stuff Stat Factors]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Stuff Stat Offsets ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_03 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Stuff Stat Offsets]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Stuff Of Equipment Stat Factors ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_03 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Stuff Of Equipment Stat Factors]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Surgical ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_01 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Surgical]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Capacity Effects ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_01 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Capacity Effects]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Mechanitor ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_18 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Mechanitor]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Drug Addiction ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_24 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Drug Addiction]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn Combat ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_10 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn Combat]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn Social ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_01 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn Social]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn Misc ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_20 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn Misc]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Pawn Work ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_25 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Pawn Work]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Genetics ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_17 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Genetics]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Psychic Ritual ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_10 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Psychic Ritual]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Containment ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_10 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Containment]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Serum ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_10 sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Serum]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 +
}}
 +
|}
 +
</li></div>
 +
 
 +
=== Content Source ===
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_ sortable}}
 +
! Stat !! Def Name !! Label !! Description
 +
|-
 +
{{#ask: [[Category:Stats - Content Source]]
 +
| ?Def Name
 +
| ?Label
 +
| ?Description
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none
 +
| sort = From DLC, Display Priority In Category
 
}}
 
}}
 +
|}
 +
</li></div>
  
 +
{{Nav|stats|wide}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 22:35, 27 September 2024

A stat or stats, short for statistic, are numerical values that provide information about the properties and behavior of a pawn or item. Basic examples of stats include age, move speed and Melee DPS.

Some stats are be static throughout the life of a pawn, such as race or flammability. Other stats change constantly as the result of real-time mathematical equations involving the pawn's environment, skills, and capacities, such as Plant Harvest Yield or Hunting Stealth.

A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the inspect pane (right beneath the Health tab button for humans.)

Order of operations[edit]

Get Value[edit]

  1. If Minified Thing inherits stats and has Minified Thing
    1. If Minified Thing has Inner Thing: Get Value
  2. Value Unfinalized = Get Value Unfinalized
  3. Value Finalized = Finalize Value
  4. Get Value is complete

Unfinalized Value[edit]

Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.

  1. num = Stat Base Value
  2. For Pawn:
    1. If Pawn has Skills:
      1. If Pawn has Skill Need Offsets: Add each Skill Need Offset to num
    2. Else: Add No Skill Offset to num
    3. If Pawn has Capacity Offsets: Add each Capacity Offset to num
    4. If Pawn has Story:
      1. If Trait isn't suppressed: Add each Trait to num
    5. For every Hediff: Add each Hediff Offset based on Hediff Severity to num
    6. If Pawn has Content added by the Ideology DLC Ideoligion: Add each Precept Offset to num
      1. If Precept Conditional Affecter applies: Add each Precept Conditional Affecter Offset to num
      2. If Pawn has Ideoligion Role: Add each Ideoligion Role Effect Offset to num
    7. If Pawn has Content added by the Biotech DLC Genes: Add each Gene Offset to num
      1. If Gene Conditional Affecter applies: Add each Gene Conditional Affecter Offset to num
    8. Add each Age Related Offset to num
    9. If Pawn has Apparel: Add each Gear Offset from Worn Apparel to num
    10. If Pawn has Equipment (i.e. a weapon): Add Gear Offset from Primary Equipment to num
    11. If Pawn has Story:
    12. If Trait isn't suppressed: multiply num by each Trait Stat Multiplier
    13. For every Hediff: Multiply num by each Hediff Factor based on Hediff Severity
    14. If Pawn has Content added by the Ideology DLC Ideoligion: Multiply num by each Precept Factor
      1. If Precept Conditional Affecter applies: Multiply num by each Precept Conditional Affecter Factor
      2. If Pawn has Ideoligion Role: Multiply num by each Ideoligion Role Effect Factor
    15. If Pawn has Content added by the Biotech DLC Genes: Multiply num by each Gene Factor
      1. If Gene Conditional Affecter applies: Multiply num by each Gene Conditional Affecter Factor
    16. Multiply num by each Age Related Factor
  3. For Stuff
    1. If num > 0 or Apply Factors If Negative = true: Multiply num by Stuff Stat Factor
    2. If has Quality: Multiply num by Stuff Quality Factor
    3. Add Stuff Stat Offset to num
    4. If has Quality: Add Stuff Quality Offset to num
  4. For Abilities
    1. If has Ability Stat Factors: Multiply num by each Ability Stat Factor
    2. If Pawn has Content added by the Ideology DLC Ideoligion: For each Precept:
      1. If Precept has Precept Factor: Multiply num by Precept Factor
      2. If Precept has Ability Factor: Multiply num by each Ability Modifier
  5. For Things
    1. If Thing has Comps:
      1. For each Comp: Add Comp Offset to num
      2. For each Comp: Multiply num by Comp Factor
    2. For each Stat Factor: Multiply num by Stat Factor
    3. If Pawn has Skills:
      1. If has Skill Need Factors: For each Skill Need Factor: Multiply num by Skill Need Factor
    4. Else: Multiply num by No Skill Factor
    5. If has Capacity Factors: For each Capacity Factor:
      1. num = num + ( ( (num * Capacity Factor) - num) * (Pawn Capacity Factor Weight clamped from 0 to 1) )
    6. If Pawn is Inspired:
      1. Add Inspiration Offset to num
      2. Multiply num by Inspiration Factor
  6. num is now unfinalized value

Finalized Value[edit]

  1. Stat Request req, val = num (from Get Unfinalized Value), Apply Post Process is a Boolean value
    1. If has Stat Parts: For each Part: Transform Value (req, val)
    2. If Apply Post Process = true and has Post Process Curve:
      1. val = Evaluate val
    3. If Apply Post Process = true, Post Process Stat Factors aren't null or empty, and req Has Thing:
      1. For each Post Process Stat Factor: Multiply val by Post Process Stat Factor
    4. If has Scenario: Multiply val by Scenario Stat Factor
    5. If Absolute Value of val > Round To Five Over:
      1. val = (Round (val / 5) ) * 5
    6. If Round Value = true:
      1. val = Round To Integer val
    7. If Apply Post Process = true:
      1. val = Clamp val from Min Value to Max Value
  2. Finalize Value is complete

Should Show For[edit]

WIP

Is Disabled For[edit]

WIP

List of Stats By Category[edit]

Important[edit]

  • Stat Def Name Label Description
    Honor Value RoyalFavorValue honor value The amount of honor your trader will earn for giving this to a tribute collector.
    Market Value Ignoring Hitpoints MarketValueIgnoreHp market value ignoring hitpoints
    Market Value MarketValue market value The market value of an object.
    The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
  • Pawn Important[edit]

  • Stat Def Name Label Description
  • Non Pawn Important[edit]

  • Stat Def Name Label Description
    Nutrition (Stat) Nutrition nutrition How nutritious this food is.
    Medical Potency MedicalPotency 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.
    Medical Tend Quality Maximum MedicalQualityMax 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.
    Max Hit Points MaxHitPoints max hit points The maximum hit points of an object.
    This represents how much damage it can take before being destroyed.
  • Basics[edit]

  • Stat Def Name Label Description
    Foraged Food Amount The amount of nutrition this person will automatically forage per day while traveling by caravan.
    Immunity Gain Speed The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity.
    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.
    Outdoor Beauty How enjoyable something is to look at if it's outside.
    Beautiful objects fulfill peoples' need for beauty.
    Learning Rate Factor A multiplier on how quickly a child's learning need is fulfilled by learning activities.
    Recreation Fall Rate A multiplier on the speed that a person's recreation need falls.
    Pain Shock Threshold The pain level at which this creature is downed from pain.
    Sell Price Multiplier A multiplier on the price at which you can sell items.
    Sleep Fall Rate A multiplier on the speed that a person's sleep need falls.
    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.
    Toxic Resistance How well this creature resists toxic buildup.
    Rest Rate Multiplier A multiplier on how quickly a creature rests while sleeping.
    Eating Speed Multiplier on eating speed.
    Injury Healing Factor The multiplier applied to a person's injury healing rate.
    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.
    Minimum Handling Skill MinimumHandlingSkill minimum handling skill This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
    Mass Mass mass The physical mass of an object.
    Mental Break Threshold MentalBreakThreshold 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.
    Lifespan Factor LifespanFactor 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.
    Maximum Comfortable Temperature ComfyTemperatureMax max comfortable temperature Above this temperature, characters will be unhappy.
    Significantly above this temperature, they will develop heatstroke and eventually die.
    Minimum Comfortable Temperature ComfyTemperatureMin min comfortable temperature Below this temperature, characters will be unhappy.
    Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
    Carrying Capacity CarryingCapacity 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.
    Crawl Speed CrawlSpeed crawl speed Speed of crawling in cells per second.
    Move Speed MoveSpeed move speed Speed of movement in cells per second.
    Construction Speed (Material Factor) ConstructionSpeedFactor construction speed 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.
    Deterioration Rate DeteriorationRate 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.
    Max Nutrition MaxNutrition max nutrition The amount of nutrition needed to completely fill this creature's stomach.
    Honor Value RoyalFavorValue honor value The amount of honor your trader will earn for giving this to a tribute collector.
    Market Value Ignoring Hitpoints MarketValueIgnoreHp market value ignoring hitpoints
    Market Value MarketValue market value The market value of an object.
    The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
    Nutrition (Stat) Nutrition nutrition How nutritious this food is.
    Flammability Flammability flammability How easily an object catches fire and how quickly a fire will grow as it burns.
    Beauty (Stat) Beauty beauty How enjoyable an object is to look at.
    Beautiful objects fulfill characters' need for beauty.
    Cleanliness (Stat) Cleanliness cleanliness How much an object contributes to an area's cleanliness score.
    Comfort (Stat) Comfort comfort How comfortable an object is to sit or lay on.
    Using comfortable objects fulfills a character's need for comfort.
    Work To Make WorkToMake work to make The base amount of work it takes to make an item, once all materials are gathered.
    Toxic Environment Resistance ToxicEnvironmentResistance 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.
    Psychic Sensitivity PsychicSensitivity 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.
    Psychic Sensitivity Factor PsychicSensitivityFactor psychic sensitivity factor A factor applied to the user's psychic sensitivity.
    Global Learning Factor GlobalLearningFactor global learning factor A multiplier on the learning rate for all skills.
    Animals Learning Factor AnimalsLearningFactor animals learning factor A multiplier on the learning rate for animals skill.
    Neural Heat Limit PsychicEntropyMax neural heat limit The maximum amount of neural heat individual can tolerate safely.
    Psychic Sensitivity Offset PsychicSensitivityOffset psychic sensitivity offset An offset applied to the user's psychic sensitivity.
    Neural Heat Limit Offset PsychicEntropyMaxOffset neural heat limit offset An offset applied to the user's neural heat limit.
    Neural Heat Recovery Rate Offset PsychicEntropyRecoveryRateOffset neural heat recovery rate offset An offset applied to the user's neural heat recovery rate.
    Meat Amount MeatAmount 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.
    Neural Heat Recovery Rate PsychicEntropyRecoveryRate neural heat recovery rate The rate at which this person reduces neural heat.
    Shooting Accuracy (Turrets) ShootingAccuracyTurret shooting accuracy 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.
    Medical Potency MedicalPotency 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.
    Food Poison Chance (Food Stat) FoodPoisonChanceFixedHuman food poison chance The chance this food will cause food poisoning.... further results
  • Pawn[edit]

  • Stat Def Name Label Description
    Foraged Food Amount The amount of nutrition this person will automatically forage per day while traveling by caravan.
    Immunity Gain Speed The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity.
    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.
    Learning Rate Factor A multiplier on how quickly a child's learning need is fulfilled by learning activities.
    Recreation Fall Rate A multiplier on the speed that a person's recreation need falls.
    Pain Shock Threshold The pain level at which this creature is downed from pain.
    Sleep Fall Rate A multiplier on the speed that a person's sleep need falls.
    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.
    Toxic Resistance How well this creature resists toxic buildup.
    Rest Rate Multiplier A multiplier on how quickly a creature rests while sleeping.
    Eating Speed Multiplier on eating speed.
    Injury Healing Factor The multiplier applied to a person's injury healing rate.
    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.
    Minimum Handling Skill MinimumHandlingSkill minimum handling skill This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
    Mental Break Threshold MentalBreakThreshold 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.
    Lifespan Factor LifespanFactor 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.
    Maximum Comfortable Temperature ComfyTemperatureMax max comfortable temperature Above this temperature, characters will be unhappy.
    Significantly above this temperature, they will develop heatstroke and eventually die.
    Minimum Comfortable Temperature ComfyTemperatureMin min comfortable temperature Below this temperature, characters will be unhappy.
    Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
    Carrying Capacity CarryingCapacity 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.
    Crawl Speed CrawlSpeed crawl speed Speed of crawling in cells per second.
    Move Speed MoveSpeed move speed Speed of movement in cells per second.
    Max Nutrition MaxNutrition max nutrition The amount of nutrition needed to completely fill this creature's stomach.
    Toxic Environment Resistance ToxicEnvironmentResistance 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.
    Global Learning Factor GlobalLearningFactor global learning factor A multiplier on the learning rate for all skills.
    Animals Learning Factor AnimalsLearningFactor animals learning factor A multiplier on the learning rate for animals skill.
    Neural Heat Limit PsychicEntropyMax neural heat limit The maximum amount of neural heat individual can tolerate safely.
    Psychic Sensitivity PsychicSensitivity 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.
    Meat Amount MeatAmount 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.
    Neural Heat Recovery Rate PsychicEntropyRecoveryRate neural heat recovery rate The rate at which this person reduces neural heat.
    Meditation Psyfocus Gain MeditationFocusGain meditation psyfocus gain The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
    Fertility Content added by the Biotech DLC It 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.
    Hemogen Gain Multiplier Content added by the Biotech DLC A multiplier on the amount of hemogen gained.
    Raw Nutrition Multiplier Content added by the Biotech DLC 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.
    Cancer Rate Factor Content added by the Biotech DLC A multiplier on how likely this person is to develop cancer in any given time frame.
    Ideoligion Spread Chance Content added by the Ideology DLC A multiplier on the chance that this person will try to convert other people to their own ideoligion.
    Global Certainty Loss Factor Content added by the Ideology DLC A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
    Neural Heat Gain (Factor) Content added by the Royalty DLC PsychicEntropyGain neural heat gain A multiplier on neural heat gained from any source.
  • Non Pawn[edit]

  • Stat Def Name Label Description
    Sell Price Multiplier A multiplier on the price at which you can sell items.
    Outdoor Beauty How enjoyable something is to look at if it's outside.
    Beautiful objects fulfill peoples' need for beauty.
    Construction Speed (Material Factor) ConstructionSpeedFactor construction speed 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.
    Deterioration Rate DeteriorationRate 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.
    Cleanliness (Stat) Cleanliness cleanliness How much an object contributes to an area's cleanliness score.
    Comfort (Stat) Comfort comfort How comfortable an object is to sit or lay on.
    Using comfortable objects fulfills a character's need for comfort.
    Beauty (Stat) Beauty beauty How enjoyable an object is to look at.
    Beautiful objects fulfill characters' need for beauty.
    Work To Make WorkToMake work to make The base amount of work it takes to make an item, once all materials are gathered.
    Food Poison Chance (Food Stat) FoodPoisonChanceFixedHuman food poison chance The chance this food will cause food poisoning.
    Shooting Accuracy (Turrets) ShootingAccuracyTurret shooting accuracy 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.
    Style Dominance Content added by the Ideology DLC How much this object contributes to overall style dominance in an area.
  • Animal Productivity[edit]

  • Stat Def Name Label Description
    Property:Can Train Rescue
    Property:Meat Yield
    Property:Leather Name
    Property:Milking Interval Days
    Property:Turn Manhunter Chance When Taming
    Property:Pack Capacity
    Property:Offspring Per Birth
    Property:Egg Laying Interval
    Property:Gestation Period Days
    Property:Can Train Attack
    Property:Shearing Interval Days
    Property:Minimum Handling Skill
    Property:Mate Mtb Hours
    Property:Eggs Per Clutch Average
    Property:Eggs Per Clutch Maximum
    Property:Trainable Intelligence
    Property:Can Train Guard
    Property:Wool Amount
    Property:Carrying Capacity
    Property:Meat Name
    Property:Eggs Per Clutch Minimum
    Property:Wildness
    Property:Milk Name
    Property:Daily Wool Average
    Property:Can Train Haul
    Property:Leather Yield
    Property:Wool Name
    Property:Milk Amount
    Property:Turn Manhunter Chance When Attacked
    Property:Roam Mtb Days
    Property:Daily Milk Average
  • Terrain[edit]

  • Stat Def Name Label Description
    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.
    Cleaning Time Multiplier A multiplier on how long it takes to clean filth from this surface.
  • Meditation[edit]

  • Stat Def Name Label Description
    Meditation Psyfocus Bonus MeditationFocusStrength 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.
    Meditation Plant Growth Offset Content added by the Royalty DLC MeditationPlantGrowthOffset 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.
  • Mechanoid[edit]

  • Stat Def Name Label Description
    EMP Resistance EMPResistance 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.
    Bandwidth Cost Content added by the Biotech DLC How much bandwidth this mech consumes when under mechanitor control.
    Wastepacks Per Recharge Content added by the Biotech DLC 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.
    Repair Energy Cost Content added by the Biotech DLC The amount of energy that this mechanoid loses for every 100 damage repaired.
    Energy Usage Multiplier Content added by the Biotech DLC MechEnergyUsageFactor energy usage multiplier A multiplier on how fast a mechanoid consumes its energy reserves while operating.
    Control Taking Time Content added by the Biotech DLC ControlTakingTime control taking time How many seconds it will take for a mechanitor to take control of this mech.
  • Apparel[edit]

  • Stat Def Name Label Description
    Armor - Material Effect Multiplier StuffEffectMultiplierArmor Armor - Material effect multiplier -
    Insulation - Cold - Material Effect Multiplier StuffEffectMultiplierInsulation_Cold Insulation - Cold - Material effect multiplier -
    Insulation - Heat - Material Effect Multiplier StuffEffectMultiplierInsulation_Heat Insulation - Heat - Material effect multiplier -
    Equip Delay EquipDelay equip delay The time it takes to equip and unequip this item.
    Pack Radius PackRadius Effect radius The area affected when this pack detonates.
    Shield Recharge Rate EnergyShieldRechargeRate Shield recharge rate The rate at which a shield gains energy as long as it is not broken.
    Shield Max Energy EnergyShieldEnergyMax Shield max energy The maximum energy a shield can have at one time.
    More energy absorbs more damage.
    Insulation - Heat Insulation_Heat Insulation - Heat How much this apparel improves a wearer's maximum comfortable temperature.
    Greater values allow surviving in warmer temperatures.
    Insulation - Cold Insulation_Cold Insulation - Cold How much this apparel improves a wearer's minimum comfortable temperature.
    Greater values allow surviving in colder temperatures.
    Armor - Heat ArmorRating_Heat Armor - Heat 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.

    00- If the random number is under half the armor rating, the damage deflects harmlessly.
    00- 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.
    00- 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.

    Armor - Blunt ArmorRating_Blunt Armor - Blunt 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.

    00- If the random number is under half the armor rating, the damage deflects harmlessly.
    00- 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.
    00- 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.

    Armor - Sharp ArmorRating_Sharp Armor - Sharp 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.

    00- If the random number is under half the armor rating, the damage deflects harmlessly.
    00- 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.
    00- 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.

    Jump Range Content added by the Royalty DLC JumpRange Jump range The maximum jump distance.
  • Implant[edit]

  • Stat Def Name Label Description
  • Drug[edit]

  • Stat Def Name Label Description
  • Weapon[edit]

  • Stat Def Name Label Description
  • Weapon (Ranged)[edit]

  • Stat Def Name Label Description
    Ranged Damage Multiplier RangedWeapon_DamageMultiplier damage multiplier A damage multiplier applied to projectiles fired from this weapon.
    Ranged Cooldown RangedWeapon_Cooldown ranged cooldown How long it takes to recover after firing this weapon.
    Accuracy (Long) AccuracyLong 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.
    Accuracy (Medium) AccuracyMedium 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.
    Accuracy (Short) AccuracyShort 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.
    Accuracy (Close) AccuracyTouch 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.
  • Weapon (Melee)[edit]

  • Stat Def Name Label Description
    Melee Damage Multiplier MeleeWeapon_DamageMultiplier melee damage multiplier A damage multiplier applied to melee combat.
  • Building[edit]

  • Stat Def Name Label Description
    Rest Effectiveness How fast people sleeping on this gain rest.
    Recreation Power How effectively this item entertains people and fulfills the need for recreation.
    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.
    Work Efficiency Factor Work efficiency is multiplied by this value.
    Work Speed Factor Work speed is multiplied by this value.
    Door Opening Speed The speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it.
    Trap Spring Chance The likelihood that a trap will spring when an unaware creature passes over it.
    Property:Building Size Category
    Research Speed Factor ResearchSpeedFactor research speed factor The speed at which people do research is multiplied by this value.
    Max Power Output PowerPlantMaxPowerOuput max power output The maximum power that this generator can output in ideal conditions.
    Medical Tend Quality Offset MedicalTendQualityOffset medical tend quality offset Medical tend quality is offset by this value.
    Work To Build WorkToBuild 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.
    Immunity Gain Speed Factor ImmunityGainSpeedFactor immunity gain speed factor Immunity gain speed is multiplied by this value.
    Reading Bonus RoomReadingBonus 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.
    Trap Melee Damage TrapMeleeDamage 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.
    Assembly Speed Factor Content added by the Biotech DLC AssemblySpeedFactor work speed factor The speed at which people assemble genes here is multiplied by this value.
    Baby Play Power Content added by the Biotech DLC BabyPlayGainFactor baby play power How effectively this object can be used to fulfill a baby's need for play.
    Birth Quality Offset Content added by the Biotech DLC BirthRitualQualityOffset 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.
    Genetic Complexity Increase Content added by the Biotech DLC GeneticComplexityIncrease genetic complexity increase When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
    Biosculpter Pod Speed Factor Content added by the Ideology DLC BiosculpterPodSpeedFactor 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.
  • Ability[edit]

  • Stat Def Name Label Description
    Goodwill Impact Ability_GoodwillImpact goodwill impact How casting this ability on someone will impact relations with their faction.
    Effect Radius Ability_EffectRadius effect radius The radius of the area of effect of this ability.
    Duration Ability_Duration duration How long the effects of this ability last.
    Range (Ability) Ability_Range range The maximum distance to a target of this ability, or to the center of the target location.
    Psyfocus Cost Ability_PsyfocusCost psyfocus cost How much psyfocus must be spent to perform this ability.
    Neural Heat Gain Ability_EntropyGain neural heat gain How much neural heat will be added as a result of performing this ability.
    Casting Time Ability_CastingTime casting time How long it takes to perform this ability.
    Psylink Level Content added by the Royalty DLC Ability_RequiredPsylink psylink level The minimum psylink level required to use this ability.
  • Equipped Stat Offsets[edit]

  • Stat Def Name Label Description
  • Stuff Stat Factors[edit]

  • Stat Def Name Label Description
    Melee Cooldown MeleeWeapon_CooldownMultiplier melee cooldown A multiplier on attack delay for weapons made of this material.
    Sharp Damage SharpDamageMultiplier sharp damage A multiplier on damage from sharp-type attacks for weapons made of this material.
    Blunt Damage BluntDamageMultiplier blunt damage A multiplier on damage from blunt-type attacks for weapons made of this material.
    Insulation - Heat (Material Factor) StuffPower_Insulation_Heat Insulation - Heat How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
    Insulation - Cold (Material Factor) StuffPower_Insulation_Cold Insulation - Cold How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
    Armor - Heat (Material Factor) StuffPower_Armor_Heat Armor - Heat Armor against temperature-related damage like burns.
    Armor - Blunt (Material Factor) StuffPower_Armor_Blunt Armor - Blunt Armor against blunt damage like club impacts, rock falls, and explosions.
    Armor - Sharp (Material Factor) StuffPower_Armor_Sharp Armor - Sharp Armor against sharp damage like bullets, knife stabs, and animal bites.
  • Stuff Stat Offsets[edit]

  • Stat Def Name Label Description
  • Stuff Of Equipment Stat Factors[edit]

  • Stat Def Name Label Description
  • Surgical[edit]

  • Stat Def Name Label Description
  • Capacity Effects[edit]

  • Stat Def Name Label Description
  • Mechanitor[edit]

  • Stat Def Name Label Description
    Subcore Encoding Speed Content added by the Biotech DLC SubcoreEncodingSpeed subcore encoding speed A multiplier on how fast a mechanitor can create subcores.
    Mech Remote Shield Distance Content added by the Biotech DLC MechRemoteShieldDistance mech remote shield distance The maximum range at which a mechanitor can place a shield on a mechanoid.
    Mech Repair Speed Content added by the Biotech DLC MechRepairSpeed mech repair speed A multiplier on how fast a mechanitor can repair mechanoids.
    Mech Control Groups Content added by the Biotech DLC MechControlGroups mech control groups How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
    Mech Remote Repair Distance Content added by the Biotech DLC MechRemoteRepairDistance mech remote repair distance How far away a mech can be during remote repair.
    Mech Bandwidth Content added by the Biotech DLC MechBandwidth mech bandwidth How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.
    Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
    Mech Gestation Speed Content added by the Biotech DLC MechFormingSpeed mech gestation speed A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
    Mech Remote Shield Energy Content added by the Biotech DLC MechRemoteShieldEnergy mech remote shield energy The energy a remote shield will have when created by a mechanitor.
    Mech Work Speed Offset Content added by the Biotech DLC WorkSpeedGlobalOffsetMech mech work speed offset A work speed offset applied to a mechanitor's mechs.
  • Drug Addiction[edit]

  • Stat Def Name Label Description
  • Pawn Combat[edit]

  • Stat Def Name Label Description
    Melee Hit Chance Chance to hit a target in melee. The target can still dodge even if we would've hit.
    Incoming Damage Multiplier A multiplier on all incoming damage.
    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.
    Stagger Time Multiplier A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
    Mortar Miss Radius Multiplier A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
    Melee Armor Penetration Average armor penetration of all attacks in melee combat.
    This stat includes currently used weapon.
    Melee DPS Average damage per second in melee combat.
    This stat ignores target defenses like dodging and armor.
    Aiming Time How long it takes to shoot after choosing a target.
    Melee Damage Factor A multiplier on the amount of melee damage inflicted by this person.
    Accuracy Factor (Long) ShootingAccuracyFactor_Long accuracy factor (long) A multiplier on accuracy at a distance of 40 cells or more.
    Accuracy Factor (Medium) ShootingAccuracyFactor_Medium accuracy factor (medium) A multiplier on accuracy at a distance of 25 cells.
    Pawn Trap Spring Chance PawnTrapSpringChance trap spring chance Chance to spring a trap the character is unaware of.
    Accuracy Factor (Short) ShootingAccuracyFactor_Short accuracy factor (short) A multiplier on accuracy at a distance of 12 cells.
    Accuracy Factor (Close) ShootingAccuracyFactor_Touch accuracy factor (close) A multiplier on accuracy at a distance of 3 cells or less.
    Melee Cooldown (Pawn) MeleeCooldownFactor melee cooldown A multiplier on the time this creature takes to recover after making a melee attack.
    Ranged Cooldown Multiplier Content added by the Biotech DLC A multiplier on the cooldown between bursts when using a ranged weapon
    Shooting Accuracy Multiplier (Child) Content added by the Biotech DLC ShootingAccuracyChildFactor shooting accuracy multiplier
    Melee Door Damage Factor Content added by the Biotech DLC MeleeDoorDamageFactor melee door damage factor A special multiplier on the amount of melee damage inflicted on doors.
    Melee Hit Chance Outdoors Dark Content added by the Ideology DLC MeleeHitChanceOutdoorsDarkOffset melee hit chance outdoors dark An offset on melee hit chance if the target is outdoors at night.
    Melee Dodge Chance Outdoors Day Content added by the Ideology DLC MeleeDodgeChanceOutdoorsLitOffset melee dodge chance outdoors day An offset on melee dodge chance if the target is outdoors during the day.
    Shooting Accuracy Outdoors Dark Content added by the Ideology DLC ShootingAccuracyOutdoorsDarkOffset shooting accuracy outdoors dark An offset on shooting accuracy if the target is outdoors at night.
    Melee Hit Chance Outdoors Lit Content added by the Ideology DLC MeleeHitChanceOutdoorsLitOffset melee hit chance outdoors lit An offset on melee hit chance if the target is outdoors during the day.
    Melee Dodge Chance Indoors Dark Content added by the Ideology DLC MeleeDodgeChanceIndoorsDarkOffset melee dodge chance indoors dark An offset on melee dodge chance if the target is indoors in the dark.
    Shooting Accuracy Outdoors Lit Content added by the Ideology DLC ShootingAccuracyOutdoorsLitOffset shooting accuracy outdoors lit An offset on shooting accuracy if the target is outdoors during the day.
    Melee Hit Chance Indoors Dark Content added by the Ideology DLC MeleeHitChanceIndoorsDarkOffset melee hit chance indoors dark An offset on melee hit chance if the target is indoors in the dark.
    Melee Dodge Chance Indoors Lit Content added by the Ideology DLC MeleeDodgeChanceIndoorsLitOffset melee dodge chance indoors lit An offset on melee dodge chance if the target is indoors and lit.
    Shooting Accuracy Indoors Lit Content added by the Ideology DLC ShootingAccuracyIndoorsLitOffset shooting accuracy indoors lit An offset on shooting accuracy if the target is indoors and lit.
    Melee Hit Chance Indoors Lit Content added by the Ideology DLC MeleeHitChanceIndoorsLitOffset melee hit chance indoors lit An offset on melee hit chance if the target is indoors and lit.
    Shooting Accuracy Indoors Dark Content added by the Ideology DLC ShootingAccuracyIndoorsDarkOffset shooting accuracy indoors dark An offset on shooting accuracy if the target is indoors in the dark.
    Melee Dodge Chance Outdoors Night Content added by the Ideology DLC MeleeDodgeChanceOutdoorsDarkOffset melee dodge chance outdoors night An offset on melee dodge chance if the target is outdoors at night.
  • Pawn Social[edit]

  • Stat Def Name Label Description
    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.

    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.
    Bond Chance Factor A multiplier on the chance to bond with an animal when interacting with it.
    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.
    Suppression Power A multiplier on a warden's ability to suppress slaves.
    Drug Sell Price Improvement When this person sells non-medical drugs, prices are improved by this percentage.
    Social Impact A multiplier on how much other people are affected by this person's social interactions.
    Beauty (Pawn) How physically attractive this person is. This affects social interactions.
    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.
    Trade Price Improvement When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
    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.
    Animal Products Price Improvement Content added by the Ideology DLC When this person sells meat, leather, or wool, prices are improved by this percentage.
    Slave Suppression Fall Rate Content added by the Ideology DLC SlaveSuppressionFallRate slave suppression fall rate The rate at which slave suppression falls.
  • Pawn Misc[edit]

  • Stat Def Name Label Description
    Growth Vat Occupant Speed Content added by the Biotech DLC GrowthVatOccupantSpeed growth vat occupant speed A multiplier on how quickly this person will grow when in a growth vat.
    Biosculpter Occupant Speed Content added by the Ideology DLC BiosculpterOccupantSpeed biosculpter occupant speed A multiplier on how quickly this person will complete a biosculpter pod cycle.
  • Pawn Work[edit]

  • Stat Def Name Label Description
    Shooting Accuracy 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.
    Butchery Speed Speed at which this person butchers flesh creatures.
    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.
    Medical Surgery Success Chance The likelihood that a colonist will succeed when attempting to perform a surgery. 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.
    Medical Operation Speed The speed at which the character performs medical operations.
    Deep Drilling Speed A speed at which this person uses a deep drill to extract underground resources.
    Smelting Speed The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.
    Construction Speed Speed at which this person constructs and repairs buildings.
    Reading Speed A multiplier on how fast this person can read.
    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.
    Medical Tend Quality The base quality of tending given when tending wounds and illnesses.

    Final Tend Quality:

    ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

    Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

    Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

    Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

    Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


    Higher tend quality will speed the recovery from injury.

    Mining Speed A speed at which this person mines away walls.
    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.
    Smoothing Speed A multiplier on the speed at which this person smooths rough stone floors and walls.
    Cooking Speed The speed at which this person cooks meals.
    Cleaning Speed Multiplier A multiplier on how fast this cleans up filth from the ground.
    Mechanoid Shredding Speed The speed at which this person can shred a mechanoid for resources.
    Medical Tend Speed Speed at which the character tends to wounds and illnesses.
    Plant Work Speed Speed at which this person sows and harvests plants.
    Construct Success Chance The chance that this person will succeed in constructing something. Failing means wasting time and resources.
    Animal Gather Speed The speed at which this person milks, shears, and otherwise gathers resources from animals.
    Food Poison Chance 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
    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.
    Drug Synthesis Speed How fast this character synthesizes complex chemical drugs.
    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.
    Research Speed How fast this person performs research and how quickly they can find things using scanning equipment.
    Butchery Efficiency The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.
    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.
    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.
    Global Work Speed A multiplier on someone's speed at doing any work.
    Drug Cooking Speed The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
    Plant Harvest Yield The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
    Entity Study Rate Content added by the Anomaly DLC The rate at which this person generates knowledge from studying unnatural entities.
    Study Efficiency Content added by the Anomaly DLC A multiplier on how much knowledge a person gets when studying unnatural entities.
    Activity Suppression Speed Content added by the Anomaly DLC ActivitySuppressionRate 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.
    Hacking Speed Content added by the Ideology DLC How fast this person can hack into computer terminals.
    Pruning Speed Content added by the Ideology DLC A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
  • Genetics[edit]

  • Stat Def Name Label Description
  • Psychic Ritual[edit]

  • Stat Def Name Label Description
    Psychic Ritual Quality Offset Content added by the Anomaly DLC PsychicRitualQualityOffset 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.
    Psychic Ritual Quality Content added by the Anomaly DLC PsychicRitualQuality psychic ritual quality How much nearby buildings improve quality of psychic rituals performed here.
  • Containment[edit]

  • Stat Def Name Label Description
    Property:Containment Strength
    Property:Requires Imprisonment
    Property:Containment Factor
    Property:Knowledge Category Content added by the Anomaly DLC
    Property:Requires Holding Platform Content added by the Anomaly DLC
    Cold Containment Bonus Content added by the Anomaly DLC ColdContainmentBonus cold containment bonus This entity is less likely to escape if kept in a very cold room.
    Property:Minimum Monolith Level For Study Content added by the Anomaly DLC
    Property:Base Escape Interval Mtb Days Content added by the Anomaly DLC
    Property:Anomaly Knowledge Content added by the Anomaly DLC
    Property:Gets Cold Containment Bonus Content added by the Anomaly DLC
    Property:Studiable Frequency Ticks Content added by the Anomaly DLC
    Containment Strength Content added by the Anomaly DLC ContainmentStrength containment strength 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.
    Property:Minimum Containment Strength Content added by the Anomaly DLC
    Property:Bioferrite Density Content added by the Anomaly DLC
    Minimum Containment Strength Content added by the Anomaly DLC MinimumContainmentStrength 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.
  • Serum[edit]

  • Stat Def Name Label Description
  • Content Source[edit]

  • Stat Def Name Label Description
    Property:From DLC