Difference between revisions of "Manipulation"
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=== Post factors === | === Post factors === | ||
The following factors are applied after the ''Base factors''. | The following factors are applied after the ''Base factors''. | ||
− | * | + | * Alcohol ([[Beer]]) withdrawal: '''x50%''' |
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: '''x80%''' | * Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: '''x80%''' | ||
* [[Cryptosleep sickness]]: '''x90%''' | * [[Cryptosleep sickness]]: '''x90%''' |
Revision as of 04:51, 31 December 2021
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Manipulation is a pawn capacity: How well a character can physically interact with objects. Directly affected by consciousness and arms/hands/fingers effectiveness.
Affected stats
Manipulation affects most colonist stats at 100% weight.
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Animal Gather Speed | Stat | 1 | - | The speed at which this person milks, shears, and otherwise gathers resources from animals. |
Animal Gather Yield | Stat | 0.3 | - | 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. |
Arrest Success Chance | Stat | 0.9 | 1 | How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
Butchery Efficiency | Stat | 0.9 | - | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
Butchery Speed | Stat | 1 | - | Speed at which this person butchers flesh creatures. |
Carrying Capacity | Stat | 1 | - | 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. |
Construct Success Chance | Stat | 0.3 | - | The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
Construction Speed | Stat | 1 | - | Speed at which this person constructs and repairs buildings. |
Cooking Speed | Stat | 16 | 1.5 | The speed at which this person cooks meals. |
Crawl Speed | Stat | 1 | - | Speed of crawling in cells per second. |
Deep Drilling Speed | Stat | 1 | - | A speed at which this person uses a deep drill to extract underground resources. |
Drug Cooking Speed | Stat | 1 | - | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
Drug Synthesis Speed | Stat | 1 | - | How fast this character synthesizes complex chemical drugs. |
Eating Speed | Stat | 0.3 | - | Multiplier on eating speed. |
Entity Study Rate | Stat | 0.5 | 1.1 | The rate at which this person generates knowledge from studying unnatural entities. |
Foraged Food Amount | Stat | 0.5 | 1 | The amount of nutrition this person will automatically forage per day while traveling by caravan. |
General Labor Speed | Stat | 1 | - | 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. |
Hacking Speed | Stat | 0.5 | 1.1 | How fast this person can hack into computer terminals. |
Mechanoid Shredding Efficiency | Stat | 0.9 | - | 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. |
Mechanoid Shredding Speed | Stat | 1 | - | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | Stat | 1 | - | The speed at which the character performs medical operations. |
Medical Surgery Success Chance | Stat | 1 | - | 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 Tend Quality | Stat | 1 | 1.4 | 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.
|
Medical Tend Speed | Stat | 1 | - | Speed at which the character tends to wounds and illnesses. |
Melee Hit Chance | Stat | 12 | 1.5 | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Mining Speed | Stat | 1 | - | A speed at which this person mines away walls. |
Mining Yield | Stat | 0.3 | 1 | 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. |
Mortar Miss Radius Multiplier | Stat | -0.5 | - | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
Plant Harvest Yield | Stat | 0.3 | - | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
Plant Work Speed | Stat | 1 | - | Speed at which this person sows and harvests plants. |
Repair Success Chance | Stat | 0.3 | - | 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. |
Research Speed | Stat | 0.5 | 1.1 | How fast this person performs research and how quickly they can find things using scanning equipment. |
Shooting Accuracy | Stat | 8 | 1 | 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. |
Smelting Speed | Stat | 1 | - | The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
Smoothing Speed | Stat | 1 | - | A multiplier on the speed at which this person smooths rough stone floors and walls. |
Tame Animal Chance | Stat | 0.5 | 1 | 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. |
Train Animal Chance | Stat | 0.5 | 1 | 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. |
Factors
Base factors
Manipulation is mainly affected by the following factors:
- Consciousness: 100% importance, no allowed defect. No Max (effectively 140%).
- Arm part efficiency. 100% importance, no allowed defect. No Max (effectively 150%).
- Whole arm: 50% importance for each arm, no allowed defect. No Max (effectively 150%).
- Prosthetic arm: 50% part efficiency resulting in −25% arm part efficiency.
- Bionic arm: 125% part efficiency resulting in +12.5% arm part efficiency.
- Archotech arm: 150% part efficiency resulting in +25% arm part efficiency.
- Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max (effectively 100%).
- Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max (effectively 100%).
- Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max (effectively 100%).
- Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max (effectively 100%).
- Hand part efficiency: 50% importance for each hand, no allowed defect. No Max (effectively 100%).
- Wooden hand: 60% part efficiency resulting in −20% arm part efficiency.
- Finger part efficiency: 8% importance for each finger. No allowed defect. No Max (effectively 100%).
- Whole arm: 50% importance for each arm, no allowed defect. No Max (effectively 150%).
Post factors
The following factors are applied after the Base factors.
- Alcohol (Beer) withdrawal: x50%
- Psychite (Flake/Yayo/Psychite tea) hangover buzzing: x80%
- Cryptosleep sickness: x90%
- Food poisoning
- Recovering and Inital: x90%
- Major: x80%
- Resurrection sickness: x10%
Offsets
The following offsets are applied after the Post factors.
- Alkohol (Beer) high warm: −2%
- Go-juice withdrawal: −10%
- Psychite (Flake/Yayo/Psychite tea) withdrawal: −20%
- Wake-up withdrawal: −20%
- Anesthetic
- Wearing off: −10%
- Woozy: −20%
- Hypothermia
- Shivering: −8%
- Minor: −20%
- Serious: −50%
- Hypothermic slowdown
- Moderate: −20%
- Serious: −50%
- Bad back: −10%
- Frail: −30%
- Muscle parasites: −30%
- Fibrous mechanites: +50%
- Sensory mechanites: +30%
- Flu
- Minor: −5%
- Major: −10%
- Extreme: −20%
- Plague
- Minor: −5%
- Major: −20%
- Extreme: −30%
- Malaria
- Major: −8%
- Extreme: −10%
- Sleeping sickness
- Minor (initial): −2%
- Minor (advanced): −4%
- Major: −6%
- Extreme: −20%
- Trauma savant: −50%
Formula
Manipulation = Base factors × Post factors + Offsets
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
Arm efficiency = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Toes × 0.08 + 0.2)
For example the maximum possible value would be achievable with the following values:
- Consciousness: 140% (high on go-juice, luciferium and wake-up)
- Arm efficiency:
- Left arm: 150% (archotech arm)
- Right arm: 150% (archotech arm)
- Post factors: x100%
- Offsets (total +80%):
- Fibrous mechanites: +50%
- Sensory mechanites: +30%
First of all we can calculate the arm efficiency:
Arm efficiency = Left arm × 0.5 + Right arm × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = 150%
We can therefore calculate the Manipulation:
Manipulation = (1.4 × 1.5) × 1 + 1 = 290%