Difference between revisions of "User:JuliaCat/Test3"
m |
|||
Line 134: | Line 134: | ||
| 120 - Pawn Social | | 120 - Pawn Social | ||
| Nuzzle interval | | Nuzzle interval | ||
− | | | + | | Mathf.RoundToInt(parentDef.race.nuzzleMtbHours * 2500f).ToStringTicksToPeriod(true, false, true, true, false) |
| How often an animal will nuzzle friendly colonists, on average.<br /><br />Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection.<br />Most humans find this cute and it will leave them in a good mood for a period of time. | | How often an animal will nuzzle friendly colonists, on average.<br /><br />Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection.<br />Most humans find this cute and it will leave them in a good mood for a period of time. | ||
| | | | ||
Line 191: | Line 191: | ||
| Growth | | Growth | ||
| | | | ||
− | | How close this creature is to adulthood. | + | | How close this creature is to adulthood.<br /><br />Growth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one. |
| | | | ||
|- | |- | ||
Line 223: | Line 223: | ||
| Work activities | | Work activities | ||
| | | | ||
− | | The work activities that can be performed by this mechanoid.<br /><br />The following list details which work activities can be done within each work type: | + | | The work activities that can be performed by this mechanoid.<br /><br />The following list details which work activities can be done within each work type:<br /> |
− | " | + | "<br /> - " + workTypeDef.gerundLabel.CapitalizeFirst() |
− | <br />" | + | <br />"<br /> - " + workGiverDef.LabelCap |
| | | | ||
|- | |- | ||
Line 448: | Line 448: | ||
| Cover effectiveness | | Cover effectiveness | ||
| | | | ||
− | | How effective this is when used as cover in a gunfight. | + | | How effective this is when used as cover in a gunfight.<br /><br />Higher percentages will block more shots. |
| | | | ||
|- | |- | ||
Line 464: | Line 464: | ||
| Damage | | Damage | ||
| | | | ||
− | | The amount of damage this weapon deals. | + | | The amount of damage this weapon deals.<br /><br />This may be deflected or mitigated by the target's armor. |
| | | | ||
|- | |- | ||
Line 472: | Line 472: | ||
| Damage + extraLabelPart | | Damage + extraLabelPart | ||
| damageAmount.ToString() | | damageAmount.ToString() | ||
− | | The amount of damage this weapon deals. | + | | The amount of damage this weapon deals.<br /><br />This may be deflected or mitigated by the target's armor. |
| | | | ||
Line 478: | Line 478: | ||
!<!-- public const int -->Thing_Turret | !<!-- public const int -->Thing_Turret | ||
| 5600<!--;--> | | 5600<!--;--> | ||
− | | | + | | 110 - Pawn Combat |
− | | | + | | turret |
− | | | + | | this.Props.turretDef.LabelCap |
− | | | + | | The weapon mounted on this creature. |
| | | | ||
|- | |- | ||
Line 750: | Line 750: | ||
| Success rate multiplier | | Success rate multiplier | ||
| this.surgerySuccessChanceFactor.ToStringPercent() | | this.surgerySuccessChanceFactor.ToStringPercent() | ||
− | | A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers. | + | | A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers.<br /><br />The actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used. |
| | | | ||
<!-- Apparel --> | <!-- Apparel --> | ||
Line 767: | Line 767: | ||
| {CHARGENOUN} reload cost | | {CHARGENOUN} reload cost | ||
| string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | | string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | ||
− | | The amount of items required to fully reload this object. | + | | The amount of items required to fully reload this object.<br /><br />This object can be reloaded before it is empty, but the cost is the same as if it was empty. |
| | | | ||
|- | |- | ||
Line 799: | Line 799: | ||
| Covers | | Covers | ||
| coveredOuterPartsString | | coveredOuterPartsString | ||
− | | Which body parts this covers. | + | | Which body parts this covers.<br /><br />Armor does not protect body parts that it does not cover. |
| | | | ||
|- | |- | ||
Line 807: | Line 807: | ||
| Layer | | Layer | ||
| this.apparel.GetLayersString() | | this.apparel.GetLayersString() | ||
− | | Which apparel layers this fills. | + | | Which apparel layers this fills.<br /><br />For a given body part, only one piece of apparel can be worn in each layer. |
| | | | ||
|- | |- | ||
Line 866: | Line 866: | ||
| Fertility sensitivity | | Fertility sensitivity | ||
| this.fertilitySensitivity.ToStringPercent() | | this.fertilitySensitivity.ToStringPercent() | ||
− | | How sensitive this plant is to soil fertility. | + | | How sensitive this plant is to soil fertility.<br /><br />Low sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil. |
| | | | ||
|- | |- | ||
Line 900: | Line 900: | ||
| Growing time | | Growing time | ||
| this.growDays.ToString("0.##") + " " + "Days".Translate() | | this.growDays.ToString("0.##") + " " + "Days".Translate() | ||
− | | Plants only grow for part of the day, and only when lit. | + | | Plants only grow for part of the day, and only when lit.<br /><br />This statistic measures the time the plant needs to spend actually growing to reach full size.<br /><br />The actual real growing time will generally be about twice as long.<br />Low temperatures also slow plant growth. |
| | | | ||
|- | |- | ||
Line 908: | Line 908: | ||
| Growth rate | | Growth rate | ||
| this.GrowthRate.ToStringPercent() | | this.GrowthRate.ToStringPercent() | ||
− | | The rate at which a plant is growing. | + | | The rate at which a plant is growing.<br /><br />Growth rate is affected by things like soil fertility, temperature, light, and environmental conditions. |
Multiplier for fertility: + this.GrowthRateFactor_Fertility.ToStringPercent() | Multiplier for fertility: + this.GrowthRateFactor_Fertility.ToStringPercent() | ||
Line 922: | Line 922: | ||
| Lifespan | | Lifespan | ||
| this.LifespanDays.ToString("0.##") + " " + "Days".Translate() | | this.LifespanDays.ToString("0.##") + " " + "Days".Translate() | ||
− | | The lifespan of the plant. | + | | The lifespan of the plant.<br /><br />Plants naturally die after they reach a certain age, even if not harvested. |
| | | | ||
|- | |- | ||
Line 946: | Line 946: | ||
| Max growth temperature | | Max growth temperature | ||
| 58f.ToStringTemperature("F1") | | 58f.ToStringTemperature("F1") | ||
− | | The maximum temperature this plant can survive. | + | | The maximum temperature this plant can survive.<br /><br />Temperatures above this will cause damage over time. |
| | | | ||
|- | |- | ||
Line 954: | Line 954: | ||
| Min growth temperature | | Min growth temperature | ||
| 0f.ToStringTemperature("F1") | | 0f.ToStringTemperature("F1") | ||
− | | The minimum temperature this plant can survive. | + | | The minimum temperature this plant can survive.<br /><br />Temperatures below this will cause damage over time. |
| | | | ||
<!-- Ingestible --> | <!-- Ingestible --> | ||
Line 980: | Line 980: | ||
| Psyfocus | | Psyfocus | ||
| "+" + this.offset.ToStringPercent() | | "+" + this.offset.ToStringPercent() | ||
− | | Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences. | + | | Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.<br /><br />Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation. |
| | | | ||
|- | |- | ||
Line 1,183: | Line 1,183: | ||
| {CHARGENOUN} reload cost | | {CHARGENOUN} reload cost | ||
| string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | | string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | ||
− | | The amount of items required to fully reload this object. | + | | The amount of items required to fully reload this object.<br /><br />This object can be reloaded before it is empty, but the cost is the same as if it was empty. |
| | | | ||
|- | |- | ||
Line 1,199: | Line 1,199: | ||
| Stopping power | | Stopping power | ||
| verb.defaultProjectile.projectile.stoppingPower.ToString("F1") | | verb.defaultProjectile.projectile.stoppingPower.ToString("F1") | ||
− | | Hits from this weapon will stagger targets, slowing their movement for several seconds. | + | | Hits from this weapon will stagger targets, slowing their movement for several seconds.<br /><br />Targets with a body size larger than the stopping power will be unaffected. |
| | | | ||
|- | |- | ||
Line 1,207: | Line 1,207: | ||
| Armor penetration | | Armor penetration | ||
| | | | ||
− | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. | + | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
| | | | ||
|- | |- | ||
Line 1,215: | Line 1,215: | ||
| Armor penetration + extraLabelPart | | Armor penetration + extraLabelPart | ||
| armorPenetration.ToStringPercent() | | armorPenetration.ToStringPercent() | ||
− | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. | + | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
| | | | ||
|- | |- | ||
Line 1,228: | Line 1,228: | ||
} | } | ||
num.ToStringPercent() | num.ToStringPercent() | ||
− | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. | + | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
| | | | ||
|- | |- | ||
Line 1,241: | Line 1,241: | ||
} | } | ||
num2.ToStringPercent() | num2.ToStringPercent() | ||
− | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. | + | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
| | | | ||
|- | |- | ||
Line 1,329: | Line 1,329: | ||
| Miss radius | | Miss radius | ||
| verb.ForcedMissRadius.ToString("0.#") | | verb.ForcedMissRadius.ToString("0.#") | ||
− | | The radius of random spread on shots fired by this weapon. | + | | The radius of random spread on shots fired by this weapon.<br /><br />High values make projectiles disperse randomly around the target. |
| | | | ||
|- | |- | ||
Line 1,430: | Line 1,430: | ||
| f = StatDefOf.TrapMeleeDamage.Worker.GetValue(req, true) * 0.015f | | f = StatDefOf.TrapMeleeDamage.Worker.GetValue(req, true) * 0.015f | ||
f.ToStringPercent() | f.ToStringPercent() | ||
− | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. | + | | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
| | | | ||
|- | |- | ||
Line 1,461: | Line 1,461: | ||
| Fence | | Fence | ||
| Yes | | Yes | ||
− | | Whether this building is a type of fence. Fences block these animals: | + | | Whether this building is a type of fence. Fences block these animals:<br /><br />- <br /> |
| | | | ||
|- | |- | ||
Line 1,706: | Line 1,706: | ||
| Output quantity governed by | | Output quantity governed by | ||
| this.efficiencyStat.LabelCap | | this.efficiencyStat.LabelCap | ||
− | | Which stat governs the quality or amount of output. | + | | Which stat governs the quality or amount of output.<br /><br />The higher the stat of the worker is, the higher the quality or yield will be. |
| | | | ||
|- | |- | ||
Line 1,748: | Line 1,748: | ||
| Skill | | Skill | ||
| this.workSkill.LabelCap | | this.workSkill.LabelCap | ||
− | | The main skill used while performing this recipe. | + | | The main skill used while performing this recipe.<br /><br />It determines the quality of the result, and is learned while performing this recipe. |
| | | | ||
|- | |- | ||
Line 1,765: | Line 1,765: | ||
| Work speed governed by | | Work speed governed by | ||
| this.workSpeedStat.LabelCap | | this.workSpeedStat.LabelCap | ||
− | | Which character stat governs the workspeed of this recipe. | + | | Which character stat governs the workspeed of this recipe.<br /><br />The higher the stat of the worker is, the faster work will be done. |
| | | | ||
|- | |- | ||
Line 1,791: | Line 1,791: | ||
| Required apparel | | Required apparel | ||
| "" | | "" | ||
− | | Holders of this title must be covered in some combination of + ": | + | | Holders of this title must be covered in some combination of + ":<br /><br />" + "Male".Translate().CapitalizeFirst() + ":<br />" + this.RequiredApparelListForGender(Gender.Male, req.Pawn).ToLineList(" - ", false) + "<br /><br />" + "Female".Translate().CapitalizeFirst() + ":<br />" + this.RequiredApparelListForGender(Gender.Female, req.Pawn).ToLineList(" - ", false) |
| | | | ||
|- | |- | ||
Line 1,844: | Line 1,844: | ||
The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on. | The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on. | ||
---- | ---- | ||
− | Can use {0} focus type because: | + | Can use {0} focus type because:<br /> |
− | + | + | + <br /><br /> |
− | {0} focus objects: | + | {0} focus objects:<br /> + + <br /><br /> |
| | | | ||
|- | |- | ||
Line 1,915: | Line 1,915: | ||
| An adult. Human adults fully mature at the age of 18. | | An adult. Human adults fully mature at the age of 18. | ||
---- | ---- | ||
− | A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists. | + | A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists.<br /><br />Children can do various types of work, depending on their age:<br /><br />(age {0}) - <br /><br />As a child ages, they will gain additional passions and traits.<br /><br />Children have various child-specific learning needs and require special child-sized apparel.<br /><br />Children under the age of 8 won't crawl when injured.<br /><br />At age 13, human children become adults. |
---- | ---- | ||
− | A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed. | + | A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed.<br /><br />At age 3, human babies become children. |
| | | | ||
|- | |- | ||
Line 2,023: | Line 2,023: | ||
select x.def.DataAtDegree(x.degree).label).ToLineList(null, true) | select x.def.DataAtDegree(x.degree).label).ToLineList(null, true) | ||
<br />text | <br />text | ||
− | | These traits will be added. All conflicting traits will become suppressed. + " | + | | These traits will be added. All conflicting traits will become suppressed. + "<br /><br />" + text |
| | | | ||
|- | |- | ||
Line 2,033: | Line 2,033: | ||
select x.skill.LabelCap.ToString() + " " + x.level.ToStringWithSign()).ToLineList(null, true) | select x.skill.LabelCap.ToString() + " " + x.level.ToStringWithSign()).ToLineList(null, true) | ||
<br />text2 | <br />text2 | ||
− | | Aptitude makes an individual perform at a higher or lower level than their learned skill. | + | | Aptitude makes an individual perform at a higher or lower level than their learned skill.<br /><br />For example, an aptitude of +1 for a skill means that a person with level 5 in that skill will perform as though they were at level 6.<br /><br />The total value cannot exceed level 20 or fall below level 1. + "<br /><br />" + text2 |
| | | | ||
|- | |- | ||
Line 2,116: | Line 2,116: | ||
| Deathrest capacity | | Deathrest capacity | ||
| this.deathrestCapacity.ToString() | | this.deathrestCapacity.ToString() | ||
− | | This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them. | + | | This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.<br /><br />Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders. |
| | | | ||
|- | |- | ||
Line 2,125: | Line 2,125: | ||
| (from x in this.genes | | (from x in this.genes | ||
select x.label).ToCommaList(false, false).CapitalizeFirst() | select x.label).ToCommaList(false, false).CapitalizeFirst() | ||
− | | The genes associated with this xenotype. + " | + | | The genes associated with this xenotype. + "<br /><br />" + (from x in this.genes |
select x.label).ToLineList(" - ", true) | select x.label).ToLineList(" - ", true) | ||
| | | | ||
Line 2,215: | Line 2,215: | ||
| (from w in this.def.building.requiredMechWeightClasses | | (from w in this.def.building.requiredMechWeightClasses | ||
select w.ToStringHuman()).ToCommaList(false, false).CapitalizeFirst() | select w.ToStringHuman()).ToCommaList(false, false).CapitalizeFirst() | ||
− | | The weight class of mechanoid which can use this recharger. The following mechanoids are compatible: | + | | The weight class of mechanoid which can use this recharger. The following mechanoids are compatible: <br /><br /> + (from pk in source |
select pk.LabelCap.Resolve()).ToLineList(" - ", false); | select pk.LabelCap.Resolve()).ToLineList(" - ", false); | ||
| | | | ||
Line 2,287: | Line 2,287: | ||
| this.verbProperties.requireLineOfSight ? Yes : No | | this.verbProperties.requireLineOfSight ? Yes : No | ||
| "" | | "" | ||
+ | | | ||
+ | |- | ||
+ | ! | ||
+ | | this.need.listPriority | ||
+ | | 30 - Drug | ||
+ | | this.need.LabelCap | ||
+ | | (this.offset >= 0f) ? "+" : string.Empty + this.offset.ToStringPercent() | ||
+ | | this.need.description | ||
+ | | | ||
+ | |- | ||
+ | ! | ||
+ | | | ||
+ | | 74 - Stuff Stat Factors | ||
+ | | stuffDef.stuffProps.statFactors[i].stat | ||
+ | | stuffDef.stuffProps.statFactors[i].value | ||
+ | | | ||
| | | | ||
|- | |- | ||
! | ! | ||
| | | | ||
+ | | 74 - Stuff Stat Factors | ||
+ | | statModifierQuality.stat | ||
+ | | statModifierQuality.ToStringAsFactorRange | ||
| | | | ||
| | | | ||
+ | |- | ||
+ | ! | ||
+ | | | ||
+ | | 77 - Stuff Stat Offsets | ||
+ | | stuffDef.stuffProps.statOffsets[i].stat | ||
+ | | stuffDef.stuffProps.statOffsets[i].value | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | ! | ||
| | | | ||
+ | | 77 - Stuff Stat Offsets | ||
+ | | statModifierQuality2.stat | ||
+ | | statModifierQuality2.ToStringAsOffsetRange | ||
| | | | ||
| | | | ||
|} | |} |
Revision as of 03:06, 8 October 2024
Stat Display Order
Stat | Display Order |
Category | Label | Value String |
Report Text |
Properties |
---|---|---|---|---|---|---|
Description | 99999 | 1 - Basics Important | Description | |||
Quality | 99999 | 1 - Basics Important | Quality | An item's quality is how well-made it is. | ||
HitPointsBasic | 99998 | 1 - Basics Important | Hit points | How much damage an object can take before being destroyed. | ||
Race | 2100 | 11 - Basics Pawn | Race | |||
Race | 2100 | 11 - Basics Pawn | Race | A unique human variant with a set of xenogenes that do not fall into any known xenotype. | ||
Race_Wildness | 2050 | 11 - Basics Pawn | Wildness | Wilder creatures are naturally more difficult to tame, train, and handle.
Training decay interval: + TrainableUtility.DegradationPeriodTicks(def).ToStringTicksToDays("F1") Tameness will never decay for animals that can be kept behind fences. Tameness will never decay for animals of very low wildness. |
||
Race_FenceBlocked | 2040 | 11 - Basics Pawn | Blocked by fences | Whether this creature is blocked by fences and barricades. | ||
Race_RoamInterval | 2030 | 11 - Basics Pawn | Roam interval | How often a tame animal will attempt to roam away and exit the map. Animals will only roam if they have a direct path to the map edge. You can use fences, barricades, walls, and doors to prevent this. Animal handlers can rope roaming animals and bring them back to a pen. |
||
Race_LeatherType | 3550 | 11 - Basics Pawn | Leather type | The type of leather this creature will yield when butchered. | ||
Race_LifeExpectancy | 2000 | 11 - Basics Pawn | Life expectancy | The average life expectancy of this creature. | ||
Race_Trainability | 2500 | 11 - Basics Pawn | Trainability | This creature's general mental aptitude for training. This is a combination of intelligence and attentiveness. It determines which kinds of tasks this creature can be trained to perform. | ||
Race_NutritationEatenPerDay | 1600 | 11 - Basics Pawn | Food consumption | |||
Race_Diet | 1500 | 11 - Basics Pawn | Diet | The kinds of food this creature is capable of eating. Can eat: {0} |
||
Race_BodySize | 500 | 11 - Basics Pawn | Body size | The size of this creature's body, compared to an average adult human. | ||
Race_BodySize | 500 | 10 - Basics | Body size | this.InnerPawn.BodySize.ToString("F2") | The size of this creature's body, compared to an average adult human. | |
Race_NuzzleInterval | 500 | 120 - Pawn Social | Nuzzle interval | Mathf.RoundToInt(parentDef.race.nuzzleMtbHours * 2500f).ToStringTicksToPeriod(true, false, true, true, false) | How often an animal will nuzzle friendly colonists, on average. Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection. Most humans find this cute and it will leave them in a good mood for a period of time. |
|
Race_KnowledgeGain | 2550 | 600 - Containment | Knowledge gain from study | The type and amount of anomaly knowledge that can be obtained when this entity is studied. More sophisticated entities can unlock more advanced anomaly research projects. | ||
Race_StudyPeriod | 2545 | 600 - Containment | Study interval | The duration between available study periods for this entity. | ||
Humanlike_AgeRateMultiplier | 4195 | 11 - Basics Pawn | Age rate multiplier | A multiplier on how quickly this person ages biologically based on their current age. | ||
Race_Animal_TameFailedRevengeChance | 511 | 11 - Basics Pawn | Revenge chance on tame fail | The chance that this creature will attack when a tamer tries to tame it and fails. | ||
Race_Animal_HarmedRevengeChance | 510 | 11 - Basics Pawn | Revenge chance on harm | The chance this creature will attack when harmed. This chance increases up to three times if the attacker is closer. This chance is applied each time damage is taken. This means that slower-firing, higher-damage weapons are less likely to trigger it while hunting. |
||
Race_Animal_PackAnimal | 2202 | 11 - Basics Pawn | Pack animal | Whether this animal is appropriate to use to carry items in a caravan over long distances. | ||
Race_Growth | 2206 | 11 - Basics Pawn | Growth | How close this creature is to adulthood. Growth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one. |
||
Race_Animal_Sex | 2208 | 11 - Basics Pawn | Sex | |||
Race_Mechanoids_WeightClass | 500 | 13 - Mechanoid | Weight class | The weight class of this mech. | ||
Race_Mechanoids_WorkSkill | 501 | 140 - Pawn Work | Work skill | The skill level that this mechanoid acts with. | ||
Race_Mechanoids_WorkActivities | 502 | 140 - Pawn Work | Work activities | The work activities that can be performed by this mechanoid. The following list details which work activities can be done within each work type: " |
||
Race_Mechanoids_Recharger | 503 | 13 - Mechanoid | Recharger needed | The type of recharger that this mechanoid can use to recover energy. This is based on the mechanoid's weight class. | ||
Animal_GestationTime | 10000 | 13 - Animal Productivity | Gestation time | The time this species takes to gestate its offspring or eggs. | ||
Animal_LitterSize | 9990 | 13 - Animal Productivity | Litter size | The number of offspring this creature creates per litter. If this is a range, any specific litter will have a random number of offspring in this range. | ||
Animal_AdultAge | 9980 | 13 - Animal Productivity | Growth time | How long it normally takes for this creature to reach adulthood. This time will be longer if the creature starves. | ||
Animal_AdultMeatAmount | 9970 | 13 - Animal Productivity | Adult meat amount | The base amount of meat yielded by butchering an adult member of this species. The actual yield is affected by other factors such as damage to the body and butcher skill. | ||
Animal_MeatPerDayDuringGrowth | 9960 | 13 - Animal Productivity | Meat per day during growth | This creature gains this amount of meat for each day it grows, up until it reaches adulthood.
This value is calculated from the meat amount and growth time. |
||
Animal_GrassToMaintain | 9950 | 13 - Animal Productivity | Grass to maintain | The typical number of grass plants that this creature needs in order to fulfill its dietary needs. This is based on normal grass at typical growth rates and ignores winter. | ||
Animal_EggType | 9940 | 13 - Animal Productivity | Egg type | The type of egg this creature lays. | ||
Animal_EggsPerYear | 9930 | 13 - Animal Productivity | Eggs per year | The number of eggs this creature will lay per year. Some creatures need to be fertilized to lay eggs. Egg laying will be slower if the creature starves. | ||
Animal_EggNutrition | 9920 | 13 - Animal Productivity | Egg nutrition | The amount of nutrition in a single egg laid by this creature. | ||
Animal_EggNutritionYearly | 9910 | 13 - Animal Productivity | Egg nutrition per year | The amount of yearly nutrition generated by eggs laid by this creature each year.
This value is calculated from eggs per year and egg nutrition. |
||
Animal_EggMarketValue | 9900 | 13 - Animal Productivity | Egg market value | The market value of a single laid egg. | ||
Animal_EggMarketValueYearly | 9890 | 13 - Animal Productivity | Egg value per year | The total value of eggs normally laid over the course of a year.
This is calculated from eggs per year and egg market value. |
||
Animal_MilkType | 9880 | 13 - Animal Productivity | Milk type | The type of milk this creature produces. | ||
Animal_MilkAmount | 9870 | 13 - Animal Productivity | Milk amount | The amount of milk this creature produces each time it is milked. | ||
Animal_MilkProductionDays | 9860 | 13 - Animal Productivity | Milking interval | The amount of time this creature needs between milkings. | ||
Animal_MilkPerYear | 9850 | 13 - Animal Productivity | Milk per year | The amount of milk produced by this animal over the course of a year.
This is calculated from milk amount and milking interval. |
||
Animal_MilkValue | 9840 | 13 - Animal Productivity | Milk market value | The value of one unit of this creature's milk. | ||
Animal_MilkYearlyValue | 9830 | 13 - Animal Productivity | Milk value per year | The market value of one year's worth of milk from this creature, assuming it never goes hungry and is milked instantly at the end of each milk interval.
This is calculated from milk per year and milk market value. |
||
Animal_WoolType | 9820 | 13 - Animal Productivity | Wool type | The type of wool produced by this creature. | ||
Animal_WoolAmount | 9810 | 13 - Animal Productivity | Wool amount | The amount of wool yielded by this creature each time it is shorn. | ||
Animal_WoolGrowthTime | 9800 | 13 - Animal Productivity | Wool shearing interval | The time after shearing before this creature can be shorn again. | ||
Animal_WoolPerYear | 9790 | 13 - Animal Productivity | Wool amount per year | The amount of wool produced by this creature per year.
This is calculated from wool amount and wool shearing interval. |
||
Animal_WoolValue | 9780 | 13 - Animal Productivity | Wool market value | The market value of one unit of this creature's wool. | ||
Animal_WoolValuePerYear | 9770 | 13 - Animal Productivity | Wool value per year | The market value of one year's worth of wool from this creature.
This is calculated from wool amount per year and wool market value. |
||
Thing_CoverEffectiveness | 2000 | 10 - Basics | Cover effectiveness | How effective this is when used as cover in a gunfight. Higher percentages will block more shots. |
||
Thing_ConstructionSkillRequired | 1100 | 10 - Basics | {0} skill required | Requires this level of {0} in order to build. | ||
Thing_Damage | 5500 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Damage | The amount of damage this weapon deals. This may be deflected or mitigated by the target's armor. |
||
Thing_Damage | 5500 | 10 - Basics | Damage + extraLabelPart | damageAmount.ToString() | The amount of damage this weapon deals. This may be deflected or mitigated by the target's armor. |
|
Thing_Turret | 5600 | 110 - Pawn Combat | turret | this.Props.turretDef.LabelCap | The weapon mounted on this creature. | |
Thing_TerrainRequirement | 1101 | 10 - Basics | Terrain requirement | array.ToCommaList(false, false).CapitalizeFirst() | This can only be placed on terrain of these types. | |
Thing_WorkToUninstall | 1102 | 50 - Building | work to uninstall | this.uninstallWork.ToStringWorkAmount() | The amount of work it takes to uninstall this. | |
Thing_Stuff | 1100 | 1 - Basics Important | Stuff | The stuff this thing is made of. This affects many other stats, including weapon damage, apparel armor and insulation, item and building hit points, beauty, market value, and much more. | ||
Thing_Ingredients | 1102 | |||||
Thing_CreatedAt | 1103 | 10 - Basics | Created at | Which facilities can be used to produce this. | ||
Thing_Biocoded | 1104 | 12 - Basics Non Pawn | Biocoding | This item has been coded to only accept a particular individual's bio-signature. | ||
Thing_Biocoded | 1104 | 44 - Weapon (Ranged) | Traits | This weapon's individual traits. | ||
Thing_Biocoded | 1104 | 48 - Weapon (Melee) | Traits | This weapon's individual traits. | ||
Thing_Style | 1108 | 12 - Basics Non Pawn | Style | An object's style determines its appearance. This has no gameplay effect. Styles often form the differing methods of construction used by people of different beliefs and cultures. | ||
Thing_RelicOf | 1109 | 1 - Basics Important | Relic status | Relic | A widely sought-after item of religious or ideological significance. | |
Thing_RelicOf | 1109 | 1 - Basics Important | Relic of | this.ideo.name | The ideology this relic belongs to. | |
Thing_RelatedToIdeos | 1110 | 1 - Basics Important | Related to | this.GetIdeosString(CompRitualSeat.tmpIdeos) | The ideoligions this thing belongs to. | |
Thing_RelatedToIdeos | 1110 | 1 - Basics Important | Related to | this.ideo.name.ApplyTag(this.ideo).Resolve() | The ideoligions this thing belongs to. | |
Thing_DominantStyle | 6005 | 12 - Basics Non Pawn | Dominating style | The style presented by this object. This style may be associated with some ideoligions. Different people respond differently to certain styles, according to their ideoligious beliefs. Satisfies ideoligions: - |
||
Thing_ConnectedPawn | 6010 | 12 - Basics Non Pawn | Connected to | The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}. | ||
Thing_ConnectionStrength | 6000 | 12 - Basics Non Pawn | Connection strength | Determines how many dryads this tree can support. | ||
Thing_GauranlenProductionMode | 5990 | 12 - Basics Non Pawn | Dryad caste | Determines the currently created dryad caste. | ||
Thing_GauranlenMaxDryads | 5980 | 12 - Basics Non Pawn | Max dryads | The maximum number of dryads this tree can support. Max dryads based on connection strength: - Unconnected: - {0} strength: |
||
Thing_HackProgress | 3100 | 10 - Basics | Hack progress | this.progress.ToStringWorkAmount() + " / " + this.defence.ToStringWorkAmount() | The amount of progress that has been made towards hacking this object. | |
Thing_DeteriorationPercent | 3300 | |||||
Thing_DeathrestEffectiveness | 900 | 50 - Building | Deathrest effectiveness | this.deathrestEffectivenessFactor.ToStringPercent() | A multiplier on how effective this is when used for deathrest. The higher this is, the less time a user needs to deathrest here. | |
ThingDeathrestConnectionLimit | 910 | 50 - Building | Deathrest connection limit | (this.stackLimit <= 0) ? "Unlimited".Translate().ToString() : this.stackLimit.ToString() | How many of these buildings can connect to a deathrester while deathresting. This number is also limited by the person's deathrest capacity. | |
Thing_MealIngredients | 1000 | 2 - Basics Non Pawn Important | Ingredients | The ingredients used to make this meal. | ||
Thing_MealDietaryType | 995 | 2 - Basics Non Pawn Important | Dietary type | The type of meal produced. Some people have preferences for specific types of meals. | ||
Thing_Meat_SourceSpecies | 1200 | 11 - Basics Pawn | Source species | if (flag)
{ valueString = string.Join(", ", (from x in list where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString = string.Format("({0})", "NotYetDiscovered".Translate()); } |
The species of creature from which this was taken. | |
Thing_Meat_SourceSpecies | 1200 | 11 - Basics Pawn | Source species | if (flag2)
{ valueString2 = string.Join(", ", (from x in list2 where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString2 = string.Format("({0})", "NotYetDiscovered".Translate()); } |
The species of creature from which this was taken. | |
70 - Equipped Stat Offsets | this.equippedStatOffsets[i].stat | num3 | ||||
Thing_Surgery_DeathOnFailChance | 4101 | 90 - Surgical | Death chance on fail | 100% | The chance the patient will die upon failure of this surgery. | |
Thing_Surgery_DeathOnFailChance | 4101 | 90 - Surgical | Death chance on fail | this.deathOnFailedSurgeryChance.ToStringPercent() | The chance the patient will die upon failure of this surgery. | |
Thing_Surgery_SuccessChanceFactor | 4102 | 90 - Surgical | Success rate multiplier | Can't fail | Performing this operation is safe for the patient. | |
Thing_Surgery_SuccessChanceFactor | 4102 | 90 - Surgical | Success rate multiplier | this.surgerySuccessChanceFactor.ToStringPercent() | A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers. The actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used. |
|
Thing_Apparel_Reloadable | 2749 | 30 - Apparel | {CHARGENOUN_plural} | this.maxCharges.ToString() | The maximum number of {CHARGENOUN_plural} this object has. | |
Thing_Apparel_Reloadable | 2749 | 30 - Apparel | {CHARGENOUN} reload cost | string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | The amount of items required to fully reload this object. This object can be reloaded before it is empty, but the cost is the same as if it was empty. |
|
Thing_Apparel_Reloadable | 2749 | 30 - Apparel | Reload cost per {CHARGENOUN} | string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label) | The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once. | |
Thing_Apparel_Reloadable | 2749 | 30 - Apparel | Vanish on exhaust | Yes | This item will vanish when its last {CHARGENOUN} is used. | |
2749 | 30 - Apparel | {CHARGENOUN_plural} remaining | this.LabelRemaining | The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used. | ||
Thing_Apparel_Covers | 2750 | 30 - Apparel | Covers | coveredOuterPartsString | Which body parts this covers. Armor does not protect body parts that it does not cover. |
|
Thing_Apparel_Layer | 2751 | 30 - Apparel | Layer | this.apparel.GetLayersString() | Which apparel layers this fills. For a given body part, only one piece of apparel can be worn in each layer. |
|
Thing_Apparel_MaxSatisfiedTitle | 2752 | |||||
Thing_Apparel_CountsAsClothingNudity | 2753 | 30 - Apparel | Clothing (for nudity) | Yes
No |
Whether nudists will consider this item to be a piece of clothing. If not, nudists will never be bothered by wearing this. | |
Thing_Apparel_ValidLifestage | 2748 | 30 - Apparel | Lifestage | this.apparel.developmentalStageFilter.ToCommaList(false).CapitalizeFirst() | Certain apparel requires that the wearer be within a specific age range. | |
Thing_Apparel_Gender | 2749 | 30 - Apparel | Gender | this.apparel.gender.GetLabel(false).CapitalizeFirst() | Certain apparel is generally preferred by one gender. Anyone else may be unhappy wearing it. | |
Thing_Plant_Attributes | 4157 | 10 - Basics | Attributes | Harvestable, limited lifespan | The attributes of this plant. | |
Thing_Plant_FertilityRequirement | 4156 | 10 - Basics | Fertility requirement | this.fertilityMin.ToStringPercent() | The minimum soil fertility that this plant requires to grow. | |
Thing_Plant_FertilitySensitivity | 4155 | 10 - Basics | Fertility sensitivity | this.fertilitySensitivity.ToStringPercent() | How sensitive this plant is to soil fertility. Low sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil. |
|
Thing_Plant_HarvestYield | 4150 | 10 - Basics | Harvest yield | Mathf.CeilToInt(this.harvestYield * Find.Storyteller.difficulty.cropYieldFactor).ToString("F0")
Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.cropYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)} |
The amount of product this plant will yield when harvested. | |
Thing_Plant_Lifespan | 4160 | 10 - Basics | ||||
Thing_Plant_Age | 4170 | 10 - Basics | Age | valueString | How long this has been alive. | |
Thing_Plant_GrowingTime | 4158 | 10 - Basics | Growing time | this.growDays.ToString("0.##") + " " + "Days".Translate() | Plants only grow for part of the day, and only when lit. This statistic measures the time the plant needs to spend actually growing to reach full size. The actual real growing time will generally be about twice as long. Low temperatures also slow plant growth. |
|
Thing_Plant_GrowthRate | 4158 | 10 - Basics | Growth rate | this.GrowthRate.ToStringPercent() | The rate at which a plant is growing. Growth rate is affected by things like soil fertility, temperature, light, and environmental conditions. Multiplier for fertility: + this.GrowthRateFactor_Fertility.ToStringPercent()
|
|
Thing_Plant_LifeSpan | 4150 | 10 - Basics | Lifespan | this.LifespanDays.ToString("0.##") + " " + "Days".Translate() | The lifespan of the plant. Plants naturally die after they reach a certain age, even if not harvested. |
|
Thing_Plant_LightRequirement | 4154 | 10 - Basics | Light requirement | this.growMinGlow.ToStringPercent() | The amount of light this plant requires to grow. | |
Thing_Plant_MinGrowingSkillToSow | 4151 | 10 - Basics | Minimum growing skill to sow | this.sowMinSkill.ToString() | The minimum skill needed for a farmer to to sow this plant. | |
Thing_Plant_MaxGrowthTemperature | 4153 | 10 - Basics | Max growth temperature | 58f.ToStringTemperature("F1") | The maximum temperature this plant can survive. Temperatures above this will cause damage over time. |
|
Thing_Plant_MinGrowthTemperature | 4152 | 10 - Basics | Min growth temperature | 0f.ToStringTemperature("F1") | The minimum temperature this plant can survive. Temperatures below this will cause damage over time. |
|
Thing_Ingestible_MaxSatisfiedTitle | 4752 | 10 - Basics | Max satisfied title | this.MaxSatisfiedTitle().GetLabelCapForBothGenders() | The highest royal title whose food requirements are satisfied by this. | |
Thing_Ingestible_Joy | 4751 | 30 - Drug if has DrugCategory, else 10 - Basics | Recreation | this.joy.ToStringPercent("F0") + " (" + this.JoyKind.label + ")" | The recreational value of ingesting this. Higher numbers will fulfill the recreation need more. | |
1000 | 30 - Drug | Psyfocus | "+" + this.offset.ToStringPercent() | Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation. |
||
Thing_Drug_Chemical | 2490 | 30 - Drug | Chemical | The active chemical in this.
In some cases, the same chemical is present in multiple different drugs. These different drugs will satisfy the same addiction in different ways. |
||
Thing_Drug_DrugCategory | 2485 | 30 - Drug | Drug category | this.drugCategory.GetLabel().CapitalizeFirst() | The category this drug belongs to. | |
Thing_Drug_HighGainPerDose | 2480 | 30 - Drug | High gain per dose | The intensity of high gained per dose of this drug. | ||
Thing_Drug_HighFallRate | 2470 | 30 - Drug | High fall rate | How much this drug's high will decay each day. | ||
Thing_Drug_HighDurationPerDose | 2460 | 30 - Drug | High duration per dose | How long this drug's high will last per dose.
This is calculated from the high gained per dose and the high fall rate. |
||
Thing_Drug_ToleranceGainPerDose | 2450 | 30 - Drug | Tolerance gain per dose | How much a user's tolerance to the chemical will increase for each dose of this drug.
This can be different for different forms of the same chemical. |
||
Thing_Drug_ToleranceFallRate | 2440 | 30 - Drug | Tolerance fall rate | How much a user's tolerance to the chemical will fall per day. | ||
Thing_Drug_NewAddictionMinTolerance | 2437 | 110 - Drug Addiction | New addiction min tolerance | The minimum tolerance required to become newly addicted to this drug.
If a user is below this tolerance level, they can't become newly addicted from taking a dose. |
||
Thing_Drug_SafeDoseInterval | 2435 | 30 - Drug | Safe dose interval for adults | An adult will only become addicted if they take the drug more often than this.
This is calculated from the drug's minimum tolerance to addict, the tolerance gain per dose, and the rate of tolerance decay. Some drugs don't have a safe interval. Such drugs can addict on any dose, even the first one. Note that the safe dose interval depends on a person's body size. |
||
Thing_Drug_NewAddictionChance | 2428 | 110 - Drug Addiction | New addiction chance | The chance of addiction per dose of this drug.
If the drug has a minimum tolerance to addict, the tolerance must be above that level for this to apply. If there is no minimum tolerance, any dose can cause an addiction. |
||
Thing_Drug_NewAddictionSeverity | 2427 | 110 - Drug Addiction | Addiction initial severity | New addictions caused by this drug begin at this severity level.
Taking more of the drug will increase addiction severity, while time will reduce it. |
||
Thing_Drug_AddictionSeverityPerDose | 2424 | 110 - Drug Addiction | Addiction severity per dose | How much severity is added to an existing addiction for each dose of this drug.
Addiction severity cannot go above 100%. |
||
Thing_Drug_AddictionNeedOffset | 2420 | 110 - Drug Addiction | Addiction need fill per dose | How much each dose of this drug fills an addict's need for the chemical. | ||
Thing_Drug_AddictionNeedFallRate | 2410 | 110 - Drug Addiction | Addiction need fall rate | How quickly an addict's need for the chemical will fall. | ||
Thing_Drug_AddictionNeedInterval | 2400 | 110 - Drug Addiction | Addiction need dose interval | How often an addict needs to take a dose of this drug to feed the addiction and prevent withdrawal.
This is calculated from the addiction need fall rate and the need fill per dose. |
||
Thing_Drug_AddictionRecoveryTime | 2395 | 110 - Drug Addiction | Addiction recovery time | How long it takes to recover from an initial addiction to this drug.
This is be calculated from the new addiction severity divided by the rate of addiction recovery. An addiction which has been fed will take longer. |
||
Thing_Drug_AddictionCostPerDay | 2390 | 110 - Drug Addiction | Addiction cost | The market value of drugs that must be consumed per day to support an addiction to this drug without going into withdrawal.
This value is calculated from the addict's chemical need per dose, the need fall rate, and the market value of this drug. Note that there may be other ways to get the same chemical with different costs. |
||
Thing_Drug_RandomODChance | 2380 | 30 - Drug | Random overdose chance | The chance of a random overdose when taking this drug. Random overdoses can happen on any dose, whether it's a new user's first try or an experienced addict's hundredth hit. | ||
Thing_Drug_MedicineXpGainFactor | 1000 | 10 - Basics | Experience gain factor | A multiplier on the amount of experience doctors gain when using this to tend a patient. | ||
Thing_Weapon_Reloadable | 5440 | 44 - Weapon (Ranged) | {CHARGENOUN_plural} remaining | this.LabelRemaining | The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used. | |
Thing_Weapon_Reloadable | 5440 | 44 - Weapon (Ranged) | {CHARGENOUN_plural} | this.maxCharges.ToString() | The maximum number of {CHARGENOUN_plural} this object has. | |
Thing_Weapon_Reloadable | 5440 | 44 - Weapon (Ranged) | {CHARGENOUN} reload cost | string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) | The amount of items required to fully reload this object. This object can be reloaded before it is empty, but the cost is the same as if it was empty. |
|
Thing_Weapon_Reloadable | 5440 | 44 - Weapon (Ranged) | Reload cost per {CHARGENOUN} | string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label) | The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once. | |
Thing_Weapon_StoppingPower | 5402 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Stopping power | verb.defaultProjectile.projectile.stoppingPower.ToString("F1") | Hits from this weapon will stagger targets, slowing their movement for several seconds. Targets with a body size larger than the stopping power will be unaffected. |
|
Thing_Weapon_ArmorPenetration | 5400 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Armor penetration | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
||
Thing_Weapon_ArmorPenetration | 5400 | 10 - Basics | Armor penetration + extraLabelPart | armorPenetration.ToStringPercent() | Armor penetration is the amount of armor this weapon will ignore each time it hits the target. If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
|
Thing_Weapon_ArmorPenetration | 5400 | 48 - Weapon (Melee) | Armor penetration + extraLabelPart | float num = verb.meleeArmorPenetrationBase;
if (num < 0f) { num = (float)meleeDamageBaseAmount * 0.015f; } num.ToStringPercent() |
Armor penetration is the amount of armor this weapon will ignore each time it hits the target. If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
|
Thing_Weapon_ArmorPenetration | 5400 | 48 - Weapon (Melee) | Armor penetration + extraLabelPart | float num2 = tool.armorPenetration;
if (num2 < 0f) { num2 = tool.power * 0.015f; } num2.ToStringPercent() |
Armor penetration is the amount of armor this weapon will ignore each time it hits the target. If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
|
Thing_Weapon_BurstShotFireRate | 5392 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Fire rate | dmgBuildingsPassable.ToString("0.##") + " rpm" | The fire rate of this weapon during each burst. | |
Thing_Weapon_BurstShotCount | 5391 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Burst shot count | burstShotCount.ToString() | The amount of shots this weapon fires in each burst. | |
Thing_Weapon_Range | 5390 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Range | dmgBuildingsImpassable.ToString("F0") | The maximum range of this weapon. | |
Thing_Weapon | 5389 | 1 - Basics Important | Weapon | turret.LabelCap | The weapon used by this turret. | |
Thing_Weapon_MeleeWarmupTime | 3555 | 44 - Weapon (Melee) | How much time passes between when a melee attack with this weapon begins and when it hits. | |||
Thing_Weapon_MeleeWarmupTime | 3555 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Aiming time | 0.## s | How much time passes between when a ranged attack begins aiming and when it fires. | |
Thing_Weapon_BuildingDamageFactor | 5410 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor | Damage to all buildings is multiplied by this value. | ||
Thing_WeaponBuildingDamageFactorImpassable | 5420 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor (impassable) | Damage to all impassable buildings is multiplied by this value. | ||
Thing_WeaponBuildingDamageFactorPassable | 5430 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor (passable) | Damage to all passable buildings is multiplied by this value. | ||
Thing_Weapon_DirectHitChance | 3560 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Direct hit chance | (1f / (float)GenRadial.NumCellsInRadius(verb.ForcedMissRadius)).ToStringPercent() | The chance that a shot will directly hit its target if not intercepted, dodged or stopped. | |
Thing_Weapon_MissRadius | 3557 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Miss radius | verb.ForcedMissRadius.ToString("0.#") | The radius of random spread on shots fired by this weapon. High values make projectiles disperse randomly around the target. |
|
Thing_Mineable | 2200 | 1 - Basics Important | Mined item | this.building.mineableThing.LabelCap | The item that will be yielded when mining this. | |
Thing_Mineable | 2200 | 10 - Basics | Mining yield | Mathf.CeilToInt((float)this.building.EffectiveMineableYield).ToString("F0") | The maximum amount of items yielded when mining this. The actual yield will be adjusted by the mining skill of the miner.
Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.mineYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)} |
|
Thing_Terrain_Supports | 2000 | 13 - Terrain | Supports | array.ToCommaList(false, false).CapitalizeFirst() | The things this terrain supports. | |
2000 | 13 - Terrain | Considered | Fine | This floor is considered fine and suitable for royalty. | ||
Thing_PowerConsumption | 5000 | 50 - Building | Power consumption | this.PowerConsumption.ToString("F0") + " W" | The amount of power this building will draw from the power grid. | |
Thing_RearmCost | 3170 | 50 - Building | Rearm cost | GenLabel.ThingLabel(this.Props.fuelFilter.AnyAllowedDef, null, this.GetFuelCountToFullyRefuel()).CapitalizeFirst() | Resources needed to rearm this turret.
Resources needed to rearm this turret (affected by difficulty). |
|
Thing_ShotsBeforeRearm | 3171 | 50 - Building | Shots before rearm | ((int)this.fuelCapacity).ToString() | How many shots this turret can fire before it has to be rearmed. | |
Thing_BodyPartEfficiency | 4000 | 10 - Basics | Body part efficiency | The overall efficiency of this body part. | ||
Thing_InstallSites | 3990 | 10 - Basics | Install sites | Areas on the body where this can be installed. | ||
Thing_ReplacesParts | 3980 | 10 - Basics | Replaces parts | Body parts which are replaced by this when installed. | ||
Thing_MoodChange | 3500 | 10 - Basics | Mood change + recipes.Count<RecipeDef>() >= 2 ? (" (" + def.addsHediff.label + ")") : "" | thoughtDef.stages.First<ThoughtStage>().baseMoodEffect.ToStringByStyle(ToStringStyle.Integer, ToStringNumberSense.Offset) | This body part's effect on the mood of the owner. | |
Thing_TrapArmorPeneration | 3000 | 50 - Building | Trap armor penetration | f = StatDefOf.TrapMeleeDamage.Worker.GetValue(req, true) * 0.015f
f.ToStringPercent() |
Armor penetration is the amount of armor this weapon will ignore each time it hits the target. If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. |
|
Thing_JoyKind | 4750 | 50 - Building | recreation type | this.joyKind.LabelCap |
Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types. All recreation types:
|
|
Thing_JoyKind | 4750 | 10 - Basics | recreation type | Reading |
Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types.
|
|
Thing_Fence | 4800 | 50 - Building | Fence | Yes | Whether this building is a type of fence. Fences block these animals: - |
|
Thing_MinimumRoyalTitle | 2100 | 2 - Basics Non Pawn Important | Minimum title ({FACTION_name}) | minTitleToUse.GetLabelCapForBothGenders() | {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.
{FACTION_name} has laws which limit the use of this weapon to those with specific titles. Each time you attack with the weapon, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences. Each upgrade level of this implant requires a specific title in {FACTION_name} to be used legally. |
|
Thing_RoomRequirements | 2101 | 50 - Building | Room requirements | string valueString = (from r in presenceDemand.roomRequirements
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst();
|
string reportText = (from r in presenceDemand.roomRequirements
select r.LabelCap(null)).ToLineList(" - ", false);
|
|
Thing_Studiable | 3000 | 12 - Basics Non Pawn | Study | How much of the total possible study you have performed on this object. | ||
Thing_Paintable | 6000 | 50 - Building | Paintable | this.paintable.ToStringYesNo() | Whether this can be painted using dye. | |
Thing_Paintable | 6000 | 50 - Building | Paint color | this.PaintColorDef.LabelCap | The color this building was painted. | |
Hediff_Affects | 4080 | 100 - Capacity Effects | Affects | stringBuilder.ToString() | The mental abilities this affects. | |
Hediff_NaturalHealingFactor | 4020 | 100 - Capacity Effects | Natural healing factor | stage.naturalHealingFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor) | A multiplier applied to the overall rate of natural wound healing. | |
Hediff_Regeneration | 4025 | 100 - Capacity Effects | Healing | {string.Format("{0:0}", stage.regeneration)} hp/day | A flat amount of healing per day. | |
Hediff_FoodPoisoningChanceFactor | 4030 | 10 - Basics | Food poisoning chance factor | stage.foodPoisoningChanceFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor) | A multiplier applied to the chance of getting food poisoning. | |
Hediff_BleedingRate | 4040 | 10 - Basics | Bleeding | instance.BleedRateScaled.ToStringPercent() + "/" + "LetterDay".Translate() | The rate at which this condition causes blood loss. | |
Hediff_TotalBleedingFactor | 4041 | 100 - Capacity Effects | Total bleed factor | stage.totalBleedFactor.ToStringPercent() | A multiplier applied to the overall rate of blood loss. | |
Hediff_HungerRateFactor | 4051 | 100 - Capacity Effects | Hunger rate | "x" + stage.hungerRateFactor.ToStringPercent() | A multiplier on the rate at which the food need depletes. | |
Hediff_TirednessFactor | 4050 | 100 - Capacity Effects | Tiredness | "x" + stage.restFallFactor.ToStringPercent() | A multiplier applied to the rate at which the creature's sleep need falls. | |
Hediff_HungerRateOffset | 4051 | 100 - Capacity Effects | Hunger rate offset | stage.hungerRateFactorOffset.ToStringSign() + stage.hungerRateFactorOffset.ToStringPercent() | An offset on the rate at which the food need depletes. | |
Hediff_TirednessOffset | 4050 | 100 - Capacity Effects | Sleep fall rate | stage.restFallFactorOffset.ToStringSign() + stage.restFallFactorOffset.ToStringPercent() | An offset applied to the rate at which the creature's sleep need falls. | |
Hediff_Pain | 4050 | 100 - Capacity Effects | Pain | (num * 100f).ToString("+###0;-###0") + "%" | The amount of pain caused by this condition. | |
Hediff_Pain | 4050 | 100 - Capacity Effects | Pain | "x" + num2.ToStringPercent() | The amount of pain caused by this condition. | |
Hediff_PartEfficiency | 4050 | 10 - Basics | Part efficiency | stage.partEfficiencyOffset.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Offset) | The offset in efficiency applied to body parts affected by this. | |
Hediff_PartEfficiencyAbsolute | 5000 | 10 - Basics | Part efficiency | instance.def.addedPartProps.partEfficiency.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Absolute) | How efficiently this functions compared to a natural body part. | |
Hediff_PreventsInfection | 4050 | 100 - Capacity Effects | Prevents infection | (from im in stage.makeImmuneTo
select im.label).ToCommaList(false, false).CapitalizeFirst() |
Whether or not this will prevent infections. | |
Hediff_CapacityModification | 4060 | 100 - Capacity Effects | capMod.capacity.GetLabelFor().CapitalizeFirst() | (capMod.offset * 100f).ToString("+#;-#") + "%" | capMod.capacity.description | |
Hediff_CapacityModification | 4060 | 100 - Capacity Effects | capMod.capacity.GetLabelFor().CapitalizeFirst() | "x" + capMod.postFactor.ToStringPercent() | capMod.capacity.description | |
Hediff_CapacityModification | 4060 | 100 - Capacity Effects | capMod.capacity.GetLabelFor().CapitalizeFirst() | "max".Translate().CapitalizeFirst() + " " + capMod.EvaluateSetMax(instance.pawn).ToStringPercent() | capMod.capacity.description | |
Hediff_StatModification | 4070 | 100 - Capacity Effects | statModifier.stat.LabelCap | statModifier.stat.Worker.ValueToString(num4, false, ToStringNumberSense.Offset) | statModifier.stat.description | |
Hediff_StatModification | 4070 | 100 - Capacity Effects | statModifierBySeverity.stat.LabelCap | statModifierBySeverity.stat.Worker.ValueToString(val, false, ToStringNumberSense.Offset) | statModifierBySeverity.stat.description | |
Hediff_StatModification | 4070 | 100 - Capacity Effects | statModifier2.stat.LabelCap | statModifier2.stat.Worker.ValueToString(num5, false, ToStringNumberSense.Factor) | statModifier2.stat.description | |
Hediff_StatModification | 4070 | 100 - Capacity Effects | statModifierBySeverity2.stat.LabelCap | statModifierBySeverity2.stat.Worker.ValueToString(val2, false, ToStringNumberSense.Factor) | statModifierBySeverity2.stat.description | |
Hediff_DamageFactor | 4075 | 100 - Capacity Effects | {DAMAGE_label} weakness
{DAMAGE_label} resistance |
"x" + num6.ToStringPercent() | {DAMAGE_label} damage that this creature receives is multiplied by this amount. | |
Recipe_EfficiencyStat | 4401 | 10 - Basics | Output quantity governed by | this.efficiencyStat.LabelCap | Which stat governs the quality or amount of output. The higher the stat of the worker is, the higher the quality or yield will be. |
|
Recipe_Ingredients | 4405 | 10 - Basics | Ingredients | The ingredients needed to make this. | ||
Recipe_Ingredients | 4405 | 10 - Basics | Ingredients | (from ic in this.ingredients
select ic.SummaryFor(this)).ToCommaList(false, false) |
The ingredients required to perform this recipe. | |
Recipe_Ingredients | 4405 | 50 - Building | Resources to make | BuildableDef.tmpCostList.ToCommaList(false, false).CapitalizeFirst() | The resources required to construct this. | |
Recipe_Products | 4405 | 10 - Basics | Products | (from pr in this.products
select pr.Summary).ToCommaList(false, false) |
The products produced by this recipe. | |
Recipe_Skill | 4404 | 10 - Basics | Skill | this.workSkill.LabelCap | The main skill used while performing this recipe. It determines the quality of the result, and is learned while performing this recipe. |
|
Recipe_SkillRequirements | 4403 | 10 - Basics | Skill Requirements | (from sr in this.skillRequirements
select sr.Summary).ToCommaList(false, false) |
The skills required to perform this recipe. | |
Recipe_WorkSpeedStat | 4402 | 10 - Basics | Work speed governed by | this.workSpeedStat.LabelCap | Which character stat governs the workspeed of this recipe. The higher the stat of the worker is, the faster work will be done. |
|
Title_Permits | 99999 | 1 - Basics Important | Title privileges | (from r in this.permits
select r.label).ToCommaList(false, false).CapitalizeFirst() |
(from r in this.permits
select r.LabelCap.ToString()).ToLineList(" - ", true) |
|
Title_ApparelRequirements | 99998 | 1 - Basics Important | Minimum apparel quality | this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst() | this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst() | |
Title_ApparelRequirements | 99998 | 1 - Basics Important | Required apparel | "" | Holders of this title must be covered in some combination of + ": " + "Male".Translate().CapitalizeFirst() + ": " + this.RequiredApparelListForGender(Gender.Male, req.Pawn).ToLineList(" - ", false) + " " + "Female".Translate().CapitalizeFirst() + ": " + this.RequiredApparelListForGender(Gender.Female, req.Pawn).ToLineList(" - ", false) |
|
Title_RoomRequirements | 99997 | 1 - Basics Important | Bedroom requirements | string valueString2 = (from r in this.bedroomRequirements
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
|
string reportText2 = (from r in this.bedroomRequirements
select r.LabelCap(null)).ToLineList(" - ", false)
|
|
Title_RoomRequirements | 99997 | 1 - Basics Important | Throneroom requirements | string valueString3 = (from r in this.throneRoomRequirements
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
|
string reportText3 = (from r in this.throneRoomRequirements
select r.LabelCap(null)).ToArray<string>().ToLineList(" - ")
|
|
Title_RequiredMeals | 99995 | 1 - Basics Important | Allowed foods | (from m in this.SatisfyingMeals(true)
select m.label).ToCommaList(false, false).CapitalizeFirst() |
A holder of this title will only eat these foods, unless they are starving or on a caravan. | |
Title_DisabledWorkTypes | 99994 | 1 - Basics Important | Disallowed work types | enumerable.ToCommaList(false, false).CapitalizeFirst() | enumerable.ToLineList(" - ", true) | |
Meditation_FocusesAvailable | 4011 | 13 - Meditation | meditation focus types | The types of meditation focus this object offers. A meditating person can focus on this object to boost their psyfocus gain, but only if they are able to use one of its meditation types. Each person can use different meditation types depending on their background, traits, social position, and so on.
The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on. Can use {0} focus type because: + {0} focus objects: |
||
ContainerContents | 1200 | 50 - Building | Contents | this.LabelCapWithTotalCount | this.LabelCapWithTotalCount | |
Pawn_RequiredApparel | 100 | 11 - Basics Pawn | Required apparel | Required apparel: [Disabled by: t]- or any psycaster, prestige, or mechlord apparel or any psycaster or prestige apparel (Source: ) |
||
Pawn_DarknessShootingAccuracy | 4051 | 110 - Pawn Combat | Darkness shooting accuracy | min offset ~ max offset | An offset applied to the chance to hit a target based on the target's light level. The following offsets can be applied:
|
|
Pawn_DarknessMeleeDodgeChance | 4101 | 110 - Pawn Combat | Darkness melee dodge chance | min offset ~ max offset | An offset applied to the melee dodge chance based on the local light level. The following offsets can be applied:
|
|
Pawn_DarknessMeleeHitChance | 4101 | 110 - Pawn Combat | Darkness melee hit chance | min offset ~ max offset | An offset applied to the melee hit chance based on the target's light level. The following offsets can be applied:
|
|
Pawn_DevelopmentHealth | 5000 | |||||
Pawn_DevelopmentLifeStage | 4200 | 11 - Basics Pawn | Life stage | Adult
Child Baby |
An adult. Human adults fully mature at the age of 18.
A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists. A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed. |
|
Gene_StatModifier | 4050 | 100 - Capacity Effects | ||||
4070 | 100 - Capacity Effects | this.statOffsets[i].stat.LabelCap | this.statOffsets[i].ValueToStringAsOffset | this.statOffsets[i].stat.description | ||
4070 | 100 - Capacity Effects | this.statFactors[i].stat.LabelCap | this.statFactors[i].ToStringAsFactor | this.statFactors[i].stat.description | ||
4060 | 100 - Capacity Effects | this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() | (this.capMods[i].offset * 100f).ToString("+#;-#") + "%" | this.capMods[i].capacity.description | ||
4060 | 100 - Capacity Effects | this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() | "x" + this.capMods[i].postFactor.ToStringPercent() | this.capMods[i].capacity.description | ||
4060 | 100 - Capacity Effects | this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() | "max".Translate().CapitalizeFirst() + " " + this.capMods[i].EvaluateSetMax(req.Pawn).ToStringPercent() | this.capMods[i].capacity.description | ||
Gene_StatModifier | 4050 | 100 - Capacity Effects | ||||
Gene_PainFactor | 4060 | |||||
4050 | 100 - Capacity Effects | Pain | "x" + this.painFactor.ToStringPercent() | The amount of pain caused by this condition. | ||
Gene_PainOffset | 4070 | |||||
4050 | 100 - Capacity Effects | Pain | (this.painOffset * 100f).ToString("+###0;-###0") + "%" | The amount of pain caused by this condition. | ||
4050 | 100 - Capacity Effects | Non-{GENE} romance chance | "x" + this.missingGeneRomanceChanceFactor.ToStringPercent() | A multiplier on chance of having a romantic relationship with someone who does not have this gene. | ||
Gene_ForcedTraits | 4080 | 100 - Capacity Effects | Forced traits | string text = (from x in this.forcedTraits
select x.def.DataAtDegree(x.degree).label).ToLineList(null, true)
|
These traits will be added. All conflicting traits will become suppressed. + " " + text |
|
Gene_Aptitudes | 4090 | 100 - Capacity Effects | Aptitudes | string text2 = (from x in this.aptitudes
select x.skill.LabelCap.ToString() + " " + x.level.ToStringWithSign()).ToLineList(null, true)
|
Aptitude makes an individual perform at a higher or lower level than their learned skill. For example, an aptitude of +1 for a skill means that a person with level 5 in that skill will perform as though they were at level 6. The total value cannot exceed level 20 or fall below level 1. + " " + text2 |
|
Gene_Genes | 999 | 200 - Genetics | Genes | (from x in this.genes
select x.label).ToCommaList(false, false).CapitalizeFirst() |
Genes: | |
Gene_Complexity | 998 | 200 - Genetics | Total complexity | this.ComplexityTotal.ToStringWithSign() | The total complexity of all the genes in use. | |
Gene_Complexity | 998 | 200 - Genetics | Complexity | this.biostatCpx.ToString() | How much complexity this adds to the process of gene assembly. | |
Gene_Metabolism | 997 | 200 - Genetics | Metabolic efficiency | this.MetabolismTotal.ToStringWithSign() | The total metabolic efficiency of all genes in the genome. High efficiency means a person needs less food; low efficiency means they must eat more. | |
Gene_Metabolism | 997 | 200 - Genetics | Metabolic efficiency | this.biostatMet.ToString() | The total metabolic efficiency of these genes when assembled. High efficiency means a person needs less food; low efficiency means they must eat more. | |
Gene_Archites | 995 | 200 - Genetics | Archite capsules | this.genes.Sum((GeneDef x) => x.biostatArc).ToString() | Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason. | |
Gene_Archites | 995 | 200 - Genetics | Archite capsules | this.biostatArc.ToString() | Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason. | |
Gene_HemogenOffset | 1000 | 2 - Basics Non Pawn Important | Hemogen | Hemogen is a biological energy source derived from compounds in human blood. Baseliner humans produce it endogenously and consume it over time in their own internal balance. Some human xenotypes use it as a kind of fuel for specific abilities, while others must consume it to survive at all. | ||
Gene_DeathrestCapacity | 1010 | 2 - Basics Non Pawn Important | Deathrest capacity | This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.
Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders. |
||
Gene_DeathrestCapacity | 1010 | 200 - Genetics | Deathrest capacity | this.deathrestCapacity.ToString() | This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them. Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders. |
|
Xenotype_Genes | 1000 | 10 - Basics | Genes | (from x in this.genes
select x.label).ToCommaList(false, false).CapitalizeFirst() |
The genes associated with this xenotype. + " " + (from x in this.genes select x.label).ToLineList(" - ", true) |
|
Xenotype_Heritable | 990 | 10 - Basics | Genes are heritable | this.inheritable.ToStringYesNo() | Whether or not this xenotype can be passed on to children. | |
Content_Source | 90000 | 999 - Content Source | ||||
Ritual_Offering | 1000 | 500 - Psychic Ritual | Offering | The ingredients required to perform the psychic ritual. | ||
Ritual_Duration | 500 | 500 - Psychic Ritual | Ritual duration | The time it takes to perform this ritual. | ||
Ritual_Cooldown | 100 | 500 - Psychic Ritual | Cooldown | After a ritual is performed, it disrupts ambient psychic energy for a period of time. During this time, the ritual can't be performed again. | ||
100 | 600 - Containment | Bioferrite generation | if pawn is not a mutant, or a mutant doesn't produce bioferrite, and bioferrite hasn't been extracted, then bioferrite per day = body size * bioferrite density (density is 1 by default if not stated) | How much bioferrite this entity generates per day when connected to a bioferrite harvester.
Base value: 1 Multiplier for body size {pawn.BodySize.ToString("F2")}: x + pawn.BodySize.ToStringPercent() Multiplier for bioferrite density: x + compProducesBioferrite.Props.bioferriteDensity.ToStringPercent() Multiplier for bioferrite extracted recently: x + 0f.ToStringPercent() Final value: + CompProducesBioferrite.BioferritePerDay(pawn).ToString("F1") |
overridesHideStats = true | |
Containment_StrengthOffset | 500 | 600 - Containment | ||||
Serum_Duration | 1000 | 700 - Serum | Duration | How long the effects of a serum last. | ||
50 - Building | BedRestEffectiveness | BedRestEffectiveness | ||||
99999 | 10 - Basics | Required weight class | (from w in this.def.building.requiredMechWeightClasses
select w.ToStringHuman()).ToCommaList(false, false).CapitalizeFirst() |
The weight class of mechanoid which can use this recharger. The following mechanoids are compatible: + (from pk in source select pk.LabelCap.Resolve()).ToLineList(" - ", false); |
||
60 - Ability | StatDefOf.Ability_GoodwillImpact | int num = this.comps.OfType<CompProperties_AbilityEffect>().Sum((CompProperties_AbilityEffect e) => e.goodwillImpact);
(float)num |
||||
60 - Ability | StatDefOf.Ability_RequiredPsylink | (float)this.level | ||||
60 - Ability | StatDefOf.Ability_CastingTime | this.verbProperties.warmupTime | ||||
60 - Ability | StatDefOf.Ability_Range | this.verbProperties.range | ||||
1001 | 60 - Ability | Target | if (this.cachedTargets == null)
{ this.cachedTargets = new List<string>(); if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetSelf) { this.cachedTargets.Add("TargetSelf".Translate()); } if (this.verbProperties.targetParams.canTargetLocations) { this.cachedTargets.Add("TargetGround".Translate()); } if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetHumans) { this.cachedTargets.Add("TargetHuman".Translate()); } if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetAnimals) { this.cachedTargets.Add("TargetAnimal".Translate()); } } this.cachedTargets.ToCommaList(false, false).CapitalizeFirst() |
The types of targets on which this ability can be used. | ||
1000 | 60 - Ability | Line of sight required | this.verbProperties.requireLineOfSight ? Yes : No | "" | ||
this.need.listPriority | 30 - Drug | this.need.LabelCap | (this.offset >= 0f) ? "+" : string.Empty + this.offset.ToStringPercent() | this.need.description | ||
74 - Stuff Stat Factors | stuffDef.stuffProps.statFactors[i].stat | stuffDef.stuffProps.statFactors[i].value | ||||
74 - Stuff Stat Factors | statModifierQuality.stat | statModifierQuality.ToStringAsFactorRange | ||||
77 - Stuff Stat Offsets | stuffDef.stuffProps.statOffsets[i].stat | stuffDef.stuffProps.statOffsets[i].value | ||||
77 - Stuff Stat Offsets | statModifierQuality2.stat | statModifierQuality2.ToStringAsOffsetRange |