Difference between revisions of "Flammability"
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{{Stat | {{Stat | ||
+ | | def name = Flammability | ||
+ | | label = flammability | ||
+ | | description = How easily an object catches fire and how quickly a fire will grow as it burns. | ||
| default base value = 0 | | default base value = 0 | ||
− | |||
| min value = 0 | | min value = 0 | ||
+ | | max value = 2 | ||
| to string style = PercentZero | | to string style = PercentZero | ||
− | | | + | | scenario randomizable = true |
+ | | minified thing inherits = true | ||
+ | | category = Basics | ||
+ | | display priority in category = 3000 | ||
}} | }} | ||
− | Pawns, including both [[human]]s and [[animals]], generally have a base flammability of 70%. [[Mechanoids]] have a base flammability of 0%. | + | Pawns, including both [[human]]s and [[animals]], generally have a base flammability of 70%. [[Mechanoids]] have a base flammability of 0%. The flammability of a pawn's [[apparel]] has no effect on the flammability of the wearer, it is only relevant when the apparel is in item form. [[Phoenix armor]] {{RoyaltyIcon}} has the unique effect of reducing the flammability of its wearer by 68%. |
− | [[Phoenix armor]] {{RoyaltyIcon}} | ||
For specifics on the process by which flammability affects the likelihood of being set on fire, see [[Damage Types#Flame|Flame]]. | For specifics on the process by which flammability affects the likelihood of being set on fire, see [[Damage Types#Flame|Flame]]. | ||
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Note that having a flammability of 0% only prevents the item/pawn/etc catching on fire, it does not prevent taking [[Damage Types#Flame|Flame]] damage. For example, while a [[stone]] [[wall]] will not be ignited by [[molotov cocktails]], and won't continue to burn, it will take the 10 flame damage from the initial attack. Similarly, a pawn requires [[Armor - Heat]] to actually mitigate flame damage taken. | Note that having a flammability of 0% only prevents the item/pawn/etc catching on fire, it does not prevent taking [[Damage Types#Flame|Flame]] damage. For example, while a [[stone]] [[wall]] will not be ignited by [[molotov cocktails]], and won't continue to burn, it will take the 10 flame damage from the initial attack. Similarly, a pawn requires [[Armor - Heat]] to actually mitigate flame damage taken. | ||
Some things, such as the buildings found in [[mech cluster]]s {{RoyaltyIcon}}, have both a flammability of 0% '''and''' are immune to flame damage but these are separate effects. | Some things, such as the buildings found in [[mech cluster]]s {{RoyaltyIcon}}, have both a flammability of 0% '''and''' are immune to flame damage but these are separate effects. | ||
+ | |||
+ | == Factors == | ||
+ | For pawns, the order of operations is as follows: | ||
+ | {| {{STDT|}} | ||
+ | | '''Flammability<sub>''Pawn''</sub>''' = (Base Value<sub>''PawnKind''</sub> + Offsets) × Factors | ||
+ | |} | ||
+ | |||
+ | For example, a pawn wearing [[Phoenix armor]] {{RoyaltyIcon}} with the [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}} gene will have a final flammability value of: | ||
+ | |||
+ | {| {{STDT|}} | ||
+ | | '''Flammability<sub>''Pawn''</sub>''' = (70% - 68%) × 0.1 = '''0.2%''' | ||
+ | |} | ||
+ | |||
+ | * Offsets | ||
+ | ** [[Phoenix armor]] {{RoyaltyIcon}}: {{---|68%}} | ||
+ | * Factors | ||
+ | ** [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}}: {{Good|x0.1}} | ||
+ | |||
+ | == Materials == | ||
+ | An item, structure or building can have different flammability depending on the material chosen to make it. Surprisingly items, structures and buildings ''made out of'' steel, silver and gold are flammable. However steel, silver and gold ''in item form'' are not. | ||
+ | |||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| sortable c_01 text-center}} | ||
+ | ! Material !! Stuff category !! Flammability | ||
+ | |- | ||
+ | {{#ask: [[Type::Material]] OR [[Type::Textile]] | ||
+ | | ?Stuff Category | ||
+ | | ?Flammability Factor | ||
+ | | format = template | ||
+ | | template = Ask Table Formatter | ||
+ | | link = none | ||
+ | | sort = Stuff Category, Name}} | ||
+ | |} | ||
+ | </li><div> | ||
+ | |||
+ | == Stat Def Data == | ||
+ | {| {{STDT}} | ||
+ | ! Name !! Description !! Category !! Parameters !! Complex Parameters !! Display Priority In Category | ||
+ | |- id="Flammability" <!--<StatDef>--> | ||
+ | | | ||
+ | * '''Def Name:'''<br />Flammability | ||
+ | * '''Label:'''<br />flammability | ||
+ | | How easily an object catches fire and how quickly a fire will grow as it burns. | ||
+ | | | ||
+ | * Display Order: '''10''' | ||
+ | * Def Name:<br />'''Basics''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default: {{Good|true}} | ||
+ | | | ||
+ | * Default Base Value: '''{{%|0}}''' | ||
+ | * Min Value: '''{{%|0}}''' | ||
+ | <!-- Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.--> | ||
+ | * Max Value: '''{{%|2}}''' | ||
+ | * To String Style: '''PercentZero''' | ||
+ | * Scenario Randomizable: {{Good|true}} | ||
+ | * Minified Thing Inherits: {{Good|true}} | ||
+ | | - | ||
+ | | 3000 | ||
+ | <!--</StatDef>--> | ||
+ | |} | ||
== Version history == | == Version history == | ||
+ | * [[Version/1.1.2598|1.1.2598]] - Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now. | ||
* [[Version/1.3.3101|1.3.3101]] - [[Orders#Uninstall|Minified]] things now inherit their inner thing's flammability. | * [[Version/1.3.3101|1.3.3101]] - [[Orders#Uninstall|Minified]] things now inherit their inner thing's flammability. |
Latest revision as of 14:33, 31 October 2024
Flammability is a stat: How easily an object catches fire and how quickly a fire will grow as it burns. Its minimum allowed value is 0%. Its maximum allowed value is 200%. Its default value is 0%.
Pawns, including both humans and animals, generally have a base flammability of 70%. Mechanoids have a base flammability of 0%. The flammability of a pawn's apparel has no effect on the flammability of the wearer, it is only relevant when the apparel is in item form. Phoenix armor has the unique effect of reducing the flammability of its wearer by 68%.
For specifics on the process by which flammability affects the likelihood of being set on fire, see Flame.
Note that having a flammability of 0% only prevents the item/pawn/etc catching on fire, it does not prevent taking Flame damage. For example, while a stone wall will not be ignited by molotov cocktails, and won't continue to burn, it will take the 10 flame damage from the initial attack. Similarly, a pawn requires Armor - Heat to actually mitigate flame damage taken. Some things, such as the buildings found in mech clusters , have both a flammability of 0% and are immune to flame damage but these are separate effects.
Factors[edit]
For pawns, the order of operations is as follows:
FlammabilityPawn = (Base ValuePawnKind + Offsets) × Factors |
For example, a pawn wearing Phoenix armor with the Fire resistant gene will have a final flammability value of:
FlammabilityPawn = (70% - 68%) × 0.1 = 0.2% |
- Offsets
- Phoenix armor : −68%
- Factors
- Fire resistant : ×0.1
Materials[edit]
An item, structure or building can have different flammability depending on the material chosen to make it. Surprisingly items, structures and buildings made out of steel, silver and gold are flammable. However steel, silver and gold in item form are not.
Material | Stuff category | Flammability |
---|---|---|
Bioferrite | Bioferrite, Metallic | 0.75 |
Alpaca wool | Fabric | 1.7 |
Bison wool | Fabric | 1.7 |
Cloth | Fabric | 1.2 |
Devilstrand | Fabric | 0.4 |
Hyperweave | Fabric | 0.4 |
Megasloth wool | Fabric | 1.7 |
Muffalo wool | Fabric | 1.7 |
Sheep wool | Fabric | 1.7 |
Synthread | Fabric | 0.7 |
Bearskin | Leathery | 1 |
Birdskin | Leathery | 1 |
Bluefur | Leathery | 1 |
Camelhide | Leathery | 1 |
Chinchilla fur | Leathery | 1 |
Dog leather | Leathery | 1 |
Dread leather | Leathery | 1 |
Elephant leather | Leathery | 1 |
Foxfur | Leathery | 1 |
Guinea pig fur | Leathery | 1 |
Heavy fur | Leathery | 1 |
Human leather | Leathery | 1 |
Lightleather | Leathery | 1 |
Lizardskin | Leathery | 1 |
Panthera fur | Leathery | 1 |
Patchleather | Leathery | 1 |
Pigskin | Leathery | 1 |
Plainleather | Leathery | 1 |
Rhinoceros leather | Leathery | 1 |
Thrumbofur | Leathery | 1 |
Wolfskin | Leathery | 1 |
Gold | Metallic | 0.4 |
Plasteel | Metallic | 0 |
Silver | Metallic | 0.4 |
Steel | Metallic | 0.4 |
Uranium | Metallic | 0 |
Granite blocks | Stony | 0 |
Jade | Stony | 0 |
Limestone blocks | Stony | 0 |
Marble blocks | Stony | 0 |
Sandstone blocks | Stony | 0 |
Slate blocks | Stony | 0 |
Wood | Woody | 1 |
Stat Def Data[edit]
Name | Description | Category | Parameters | Complex Parameters | Display Priority In Category |
---|---|---|---|---|---|
|
How easily an object catches fire and how quickly a fire will grow as it burns. |
|
|
- | 3000 |