Difference between revisions of "Move Speed"

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{{Verified|1.3.3387}}{{Stat
+
{{Verified|1.3.3387}}
 +
{{Stat
 +
| def name = MoveSpeed
 +
| label = move speed
 +
| description = Speed of movement in cells per second.
 
| default base value = 3.0
 
| default base value = 3.0
 +
| min value = 0.15
 +
| format string = {0} c/s
 
| to string style = FloatTwo
 
| to string style = FloatTwo
| description = Speed of movement in cells per second (c/s).
+
| scenario randomizable = true
 +
| category = BasicsPawn
 +
| display priority in category = 2500
 +
| capacity factors = Moving
 +
| parts = StatPart_Glow, StatPart_RevenantSpeed
 
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.
 
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.
  
 
== Factors ==
 
== Factors ==
 +
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}
 +
 
=== Offsets ===
 
=== Offsets ===
 
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
 
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
 
* '''Traits'''
 
* '''Traits'''
** [[Traits#Jogger|Jogger]]: {{+|0.4 c/s}}
+
** [[Jogger]]: {{+|0.4 {{CS}}}}
** [[Traits#Fast walker|Fast walker]]: {{+|0.2 c/s}}
+
** [[Fast walker]]: {{+|0.2 {{CS}}}}
** [[Traits#Slowpoke|Slowpoke]]: {{--|0.2 c/s}}
+
** [[Slowpoke]]: {{--|0.2 {{CS}}}}
 
* '''Gear'''
 
* '''Gear'''
** [[Minigun]]: {{--|0.25 c/s}}
+
** [[Minigun]]: {{--|0.25 {{CS}}}}
** [[Plate armor]]: {{--|0.8 c/s}}
+
** [[Plate armor]]: {{--|0.8 {{CS}}}}
** [[Flak vest]]: {{--|0.12 c/s}}
+
** [[Flak vest]]: {{--|0.12 {{CS}}}}
** [[Flak pants]]: {{--|0.12 c/s}}
+
** [[Flak pants]]: {{--|0.12 {{CS}}}}
** [[Flak jacket]]: {{--|0.12 c/s}}
+
** [[Flak jacket]]: {{--|0.12 {{CS}}}}
** [[Marine armor]]: {{--|0.4 c/s}}
+
** [[Marine armor]]: {{--|0.4 {{CS}}}}
** [[Burka]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
+
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}
** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
+
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}
** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
+
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
** [[Cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
+
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
+
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
+
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}
 +
* '''Artificial body parts'''
 +
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}
 +
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}
 +
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}
 +
* '''Hediffs'''
 +
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}
 +
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, increases the longer a pawn is in the field. caps at {{+|0.4 {{CS}}}}
 +
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)
 +
* '''Genes''' {{BiotechIcon}}
 +
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}
 +
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}
 +
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}
 +
** [[Naked speed]]:{{BiotechIcon}}
 +
*** Unclothed: {{+|0.1 {{CS}}}}
 +
*** Clothed: {{--|0.2 {{CS}}}}
  
 
=== Factors ===
 
=== Factors ===
 
The following factors are applied after the ''Offsets''.
 
The following factors are applied after the ''Offsets''.
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).
+
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).
 +
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].
 +
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.
 +
** '''[[Genes#Mild_UV_sensitivity|Mild UV sensitivity]]''':{{BiotechIcon}} x90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
 +
** '''[[Genes#Intense_UV_sensitivity|Intense UV sensitivity]]''':{{BiotechIcon}} x80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
 +
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of x120%.
 +
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.
 +
{| class=wikitable
 +
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || >18
 +
|-
 +
| '''Speed Factor''' || x0.2<ref>As defined in the game defs, however in practice not applicable due to babies being unable to move.</ref> || x0.75 || x0.85 || x0.95 || x1
 +
|}
 +
<references/>
 
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''
 
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''
* '''[[Light]]''': '''Up to ×80%''' for light values of less than 30%. Blind and darkness-preferring{{IdeologyIcon}} humans are unaffected.
+
* '''[[Light]]''': scaling linearly from '''×80%''' at 0% light to '''×100%''' at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.
  
 
=== External factors ===
 
=== External factors ===
The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.
+
==== [[Weather]] ====
* '''[[Floors]]''' and '''[[Terrain]]'''
+
* Rain and Foggy rain: '''×90%'''
** Chest-deep moving water: '''×22%'''
+
* Rainy thunderstorm and Hard snow: '''×80%'''
 +
 
 +
==== Path cost ====
 +
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:
 +
 
 +
move speed factor = 1 / (1 + path cost * 0.077)
 +
 
 +
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.
 +
 
 +
Below is a selection of some common values. Minified things have a path cost of 14.
 +
{| class="wikitable"
 +
! Path cost !! Move speed factor !! Examples (random)
 +
|-
 +
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|-
 +
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&nbsp; | order = random | limit = 10}}
 +
|}
 +
 
 +
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.
 +
 
 +
===== Flooring and terrain =====
 +
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.
 +
 
 +
* '''[[Floor]]ing''':
 +
<div><li style="display: inline-table;">
 +
:{| {{STDT| sortable c_01 text-center}}
 +
! Floor !! Move Speed Factor
 +
|-
 +
{{#ask: [[Move Speed Factor::!1]]
 +
| ?Move Speed Factor
 +
| format = template
 +
| template = Ask Table Formatter
 +
| link = none}}
 +
|}
 +
</li></div>
 +
* Other '''[[terrain]]'''
 +
** Chest-deep moving water: '''×24%'''
 
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''
 
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''
** Marshy soil: '''×46%'''
+
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''
** Mud, Soft sand and Ice: '''×52%'''
 
 
** Sand: '''×76%'''
 
** Sand: '''×76%'''
 
** Lichen-covered soil: '''×81%'''
 
** Lichen-covered soil: '''×81%'''
** Soil, Stony soil, Rich soil, [[Rough stone]] and [[Rough-hewn stone]]: '''×87%'''
+
** Soil, Stony soil, Rich soil: '''×87%'''
** [[Straw matting]]: '''×93%'''
 
 
* '''[[Snow]]'''
 
* '''[[Snow]]'''
 
** Thin: '''×76%'''
 
** Thin: '''×76%'''
 
** Medium: '''×62%'''
 
** Medium: '''×62%'''
 
** Thick: '''×52%'''
 
** Thick: '''×52%'''
* '''[[Weather]]'''
 
** Rain and Foggy rain: '''×90%'''
 
** Rainy thunderstorm and Hard snow: '''×80%'''
 
=== Other ===
 
* '''[[Fence]]'''
 
  
 
== Example ==
 
== Example ==
[[File:Maximum move speed vs normal.mp4|right|thumb|Maximum speed of 29.61 c/s vs base speed of 4.6 c/s ]]
+
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]
 
Moving speed of a particular pawn can be calculated using the following formula:
 
Moving speed of a particular pawn can be calculated using the following formula:
  
Line 61: Line 159:
 
Let us calculate how fast a human could possibly go. It would have the following values:
 
Let us calculate how fast a human could possibly go. It would have the following values:
 
* Base value: '''{{Q|human|Move Speed Base}} c/s'''
 
* Base value: '''{{Q|human|Move Speed Base}} c/s'''
* Offset: {{+|0.4 c/s}} ([[Traits#Jogger|Jogger]] trait)
+
* Offsets:
 +
** [[Jogger]] trait: {{+|0.4 c/s}}
 +
** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}
 +
** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}
 +
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}
 +
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}
 
* Factors:
 
* Factors:
** Moving capacity: '''×423%''' ([[Fibrous mechanites]], [[Psycasts#Focus|Focus]] psycast, [[bionic heart]], two [[archotech leg]]s, high on [[luciferium]], [[go-juice]], [[wake-up]] and [[yayo]]<ref>Be aware that it is not possible to achieve this speed in a short time as 3 hard drugs have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. 0.042 Overdose Severity is lost every hour so you would need to wait 1 to 6-hours between drugs.</ref>, equipped with [[Persona weapon#Fast mover|Fast mover]] persona weapon {{RoyaltyIcon}}).
+
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')<ref>Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. </ref>
 +
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].
 +
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.
 
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
 
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
 
* External factor: '''×100%'''
 
* External factor: '''×100%'''
  
  '''Move speed''' = ({{Q|human|Move Speed Base}} c/s + 0.4 c/s) × (4.23 × 1.4) × 1 = '''{{#expr: ({{Q|human|Move Speed Base}}+0.4)*4.23*1.4 round2}} c/s'''
+
  '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4)*4.28*1.2*1.48*1.4 round2}} c/s'''
 +
 
 +
<references/>
  
 
== Notes ==
 
== Notes ==
 
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.
 
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.
  
<references/>
+
== Stat Def Data ==
{{nav|stats|wide}}
+
{| {{STDT}}
 +
! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label<br />Attributes !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category
 +
|- id="Move Speed" <!--<StatDef>-->
 +
|
 +
* '''Def Name:'''<br />MoveSpeed
 +
* '''Label:'''<br />move speed
 +
| Speed of movement in cells per second.
 +
|
 +
* Display Order:<br />'''11'''
 +
* Def Name:<br />'''BasicsPawn'''
 +
* Label:<br />'''Basics'''
 +
* Display All By Default:<br />{{Bad|false}}
 +
|
 +
* '''Default Base Value:''' 3.0
 +
* '''Min Value:''' 0.15
 +
* '''To String Style:''' FloatTwo
 +
* '''Format String:''' {0} c/s
 +
* '''Scenario Randomizable:''' {{Good|true}}
 +
|
 +
* '''Capacity Factors:'''
 +
** Capacity: '''[[Moving]]'''
 +
*** Weight: '''{{%|1}}'''
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: {{Good|true}}
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
*** Ignore If Incapable Of Sight: {{Good|true}}
 +
*** Ignore If Prefers Darkness: {{Good|true}}
 +
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}
 +
| 2500
 +
<!--</StatDef>-->
 +
|}
 +
 
 +
== Slowing down attackers ==
 +
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]
 +
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].
 +
 
 +
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.
 +
 
 +
However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.
 +
 
 +
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):
 +
{| class="wikitable"
 +
! Time<br>(s) !! Move<br>speed<br>factor !! Corridor contents<br>(not exhaustive)
 +
|-
 +
|10
 +
|100%
 +
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.
 +
|-
 +
|15
 +
|66%
 +
|Spaced item stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.
 +
|-
 +
|20
 +
|50%
 +
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.
 +
|-
 +
|24
 +
|42%
 +
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone & steel), [[brazier]]s.
 +
|-
 +
|27
 +
|37%
 +
|Spaced [[small shelves]], [[deep drill]]s.
 +
|-
 +
|29
 +
|34%
 +
|Alternating chunks and items/corpses.
 +
|-
 +
|38
 +
|26%
 +
|Spaced [[fence]]s.
 +
|-
 +
|40
 +
|25%
 +
|Row of [[door]]s held open ([[autodoor]]s held open act the same).
 +
|-
 +
|41
 +
|24%
 +
|Row of doors held open containing chunks in a row.
 +
|-
 +
|54
 +
|19%
 +
|Row of doors held open containing spaced chunks.
 +
|-
 +
|59
 +
|17%
 +
|Row of doors held open with alternating chunks and items/corpses.
 +
|}
 +
; Notes
 +
* Only 1×1 constructions have been tested here.
 +
* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).
 +
* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.
 +
* Items and constructions available in the DLCs have not been tested.
 +
 
 +
=== Analysis ===
 +
The best solution seems to be to have a row of open doors with alternating [[chunk]]s and [[corpse]]s (1×1 [[stockpile]]s are an easy way to replace destroyed items and corpses).
 +
 
 +
The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the '[[Mood#Observed rotting corpse|Observed rotting corpse]] ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are [[bloodlust]]; [[cannibal]]s and [[psychopath]]s don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.
 +
 
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One drawback is that it is not possible to target a [[fire]] in a door with the [[Waterskip]] psycast, but on the other hand, [[Temperature#Heat transfer between rooms|heat]] spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).
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In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.
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== Version history ==
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{{Stub|section=1|reason=General Version history}}
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{{Nav|stats|wide}}

Latest revision as of 08:19, 30 October 2024

Move Speed is a stat: Speed of movement in cells per second. Its minimum allowed value is 0.15 c/s. Its default value is 3 c/s. A default Human has a base movement speed of 4.6 c/s.

Factors[edit]

Offsets[edit]

First of all the following offsets are applied to the Move Speed Base value.

Factors[edit]

The following factors are applied after the Offsets.

  • Moving capacity: 100% importance, no allowed defect. No Max (effectively 428%).
  • Glucosoid pump:Content added by the Biotech DLC Creates Glucosoid Rush effect, +12% per Glucosoid pump. Maximum four, for x148%. Requires ability to Deathrest.
  • Genes:Content added by the Biotech DLC These genes create offsets on Move Speed under certain conditions.
    • Mild UV sensitivity:Content added by the Biotech DLC x90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
    • Intense UV sensitivity:Content added by the Biotech DLC x80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
    • Pollution stimulus:Content added by the Biotech DLC Scales with time spent on polluted tiles, maximum of x120%.
  • Age: Children have offsets on their movespeed, determined by age.
Age 0-2 3-9 9-13 13-18 >18
Speed Factor x0.2[1] x0.75 x0.85 x0.95 x1
  1. As defined in the game defs, however in practice not applicable due to babies being unable to move.

External factors[edit]

Weather[edit]

  • Rain and Foggy rain: ×90%
  • Rainy thunderstorm and Hard snow: ×80%

Path cost[edit]

Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:

move speed factor = 1 / (1 + path cost * 0.077)

For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).[Fact check] Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.

Below is a selection of some common values. Minified things have a path cost of 14.

Path cost Move speed factor Examples (random)
0 100% ColumnHolding spot Content added by the Anomaly DLCWall lampSmooth stoneBonsai tree Content added by the Ideology DLCPen markerWall torch lamp
1 93% Rough-hewn stoneBurned floorStraw matting
2 87% Gray surface Content added by the Anomaly DLCRough stoneSoilFlesh Content added by the Anomaly DLC
3 81% Lichen-covered soil
4 76%
8 62%
10 56% Egg box
12 52%
14 48% Alpaca woolFlakeWolfskinJadeAmbrosiaPsychic emanatorWake-upGhoul resurrection serum Content added by the Anomaly DLCClothRice... further results
20 39% Slab bed Content added by the Ideology DLCSlab double bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Pew Content added by the Ideology DLCKneel pillow Content added by the Ideology DLCKneel sheet Content added by the Ideology DLC
30 30% Holding platform Content added by the Anomaly DLCBushPassive coolerCliviaPincushion cactusBryoluxEnd tableMoisture pumpHeaterArmchair... further results
42 24% Billiards tableGrowth vat Content added by the Biotech DLCTable (3x3)Table (2x4)Table (2x2)Glucosoid pump Content added by the Biotech DLCDeathrest casket Content added by the Biotech DLCTeak treeGene bank Content added by the Biotech DLCTool cabinet... further results
50 21% Ancient generator Content added by the Ideology DLCAncient exostrider cannon Content added by the Biotech DLCSolar generatorAncient enemy terminal Content added by the Ideology DLCAuto mortar Content added by the Royalty DLCMech high-shield Content added by the Royalty DLCAncient washing machine Content added by the Ideology DLCAncient basic recharger Content added by the Biotech DLCAncient razor wire Content added by the Ideology DLCMech assembler Content added by the Royalty DLC... further results
60 18% Ancient fence Content added by the Ideology DLC
80 14% Fence

You can see the path cost of every thing here.

Flooring and terrain[edit]

For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.

  • Floor Move Speed Factor
    Burned floor 0.93
    Flesh Content added by the Anomaly DLC 0.87
    Fungal gravel Content added by the Ideology DLC 0.87
    Gray surface Content added by the Anomaly DLC 0.87
    Rough stone 0.87
    Rough-hewn stone 0.93
    Straw matting 0.93
    • Other terrain
      • Chest-deep moving water: ×24%
      • Marsh, Shallow ocean water, Shallow water and Shallow moving water: ×30%
      • Marshy soil, Mud, Soft sand and Ice: ×48%
      • Sand: ×76%
      • Lichen-covered soil: ×81%
      • Soil, Stony soil, Rich soil: ×87%
    • Snow
      • Thin: ×76%
      • Medium: ×62%
      • Thick: ×52%

    Example[edit]

    Moving speed of a particular pawn can be calculated using the following formula:

    Move speed = (Base value + Offsets) × Factors × External factors
    

    Let us calculate how fast a human could possibly go. It would have the following values:

    Move speed = (4.6 c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = 68.11 c/s
    
    1. Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With Biotech (DLC)Content added by the Biotech DLC, it is possible to gain Genes that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart.

    Notes[edit]

    Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 archotech legs would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 archotech legs would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.

    Stat Def Data[edit]

    Def Name
    Label
    Label For Full Stat List
    Offset Label
    Attributes
    Description Category Parameters Complex
    Parameters
    Display
    Priority
    In
    Category
    • Def Name:
      MoveSpeed
    • Label:
      move speed
    Speed of movement in cells per second.
    • Display Order:
      11
    • Def Name:
      BasicsPawn
    • Label:
      Basics
    • Display All By Default:
      false
    • Default Base Value: 3.0
    • Min Value: 0.15
    • To String Style: FloatTwo
    • Format String: {0} c/s
    • Scenario Randomizable: true
    • Capacity Factors:
    • Parts:
      • StatPart_Glow:
        • Humanlike Only: true
        • Factor From Glow Curve:
          • Points:
            • (0,0.80)
            • (0.30,1.00)
        • Ignore If Incapable Of Sight: true
        • Ignore If Prefers Darkness: true
      • StatPart_RevenantSpeed Content added by the Anomaly DLC
    2500

    Slowing down attackers[edit]

    Different constructions and items that can be placed in a corridor to slow down attackers.

    Structures can be built to reduce the speed of movement of attackers, for example before a killbox.

    One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.

    However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.

    Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):

    Time
    (s)
    Move
    speed
    factor
    Corridor contents
    (not exhaustive)
    10 100% Most floors (concrete, tiles, smooth stone, etc.), plant pots, power switches, pen markers, columns.
    15 66% Spaced item stacks (any item, such as stone blocks, wood, etc.), standing lamps, animal sleeping boxes, animal beds, corpses (fresh, rotten, human, animal, mechanoid, etc.), ship landing beacons.
    20 50% Spaced stools, chairs, armchairs, firefoam poppers, moisture pumps.
    24 42% Spaced barricades, sandbags, chunks (stone & steel), braziers.
    27 37% Spaced small shelves, deep drills.
    29 34% Alternating chunks and items/corpses.
    38 26% Spaced fences.
    40 25% Row of doors held open (autodoors held open act the same).
    41 24% Row of doors held open containing chunks in a row.
    54 19% Row of doors held open containing spaced chunks.
    59 17% Row of doors held open with alternating chunks and items/corpses.
    Notes
    • Only 1×1 constructions have been tested here.
    • It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).
    • Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.
    • Items and constructions available in the DLCs have not been tested.

    Analysis[edit]

    The best solution seems to be to have a row of open doors with alternating chunks and corpses (1×1 stockpiles are an easy way to replace destroyed items and corpses).

    The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the 'Observed rotting corpse ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are bloodlust; cannibals and psychopaths don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.

    One drawback is that it is not possible to target a fire in a door with the Waterskip psycast, but on the other hand, heat spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).

    In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.

    Version history[edit]