Difference between revisions of "Moving"

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=== Post factors ===
 
=== Post factors ===
 
The following factors affect ''moving''. They are applied after the offsets.
 
The following factors affect ''moving''. They are applied after the offsets.
 +
* [[Toughskin gland]]: '''x95%'''
 +
* [[Armorskin gland]]: '''x90%'''
 +
* [[Stoneskin gland]]: '''x85%'''
 
* [[Cryptosleep sickness]]: '''x90%'''
 
* [[Cryptosleep sickness]]: '''x90%'''
 
* [[Food poisoning]]
 
* [[Food poisoning]]
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* [[Resurrection sickness]]: '''x10%'''
 
* [[Resurrection sickness]]: '''x10%'''
 
* [[Psycasts#Focus|Focus]] psycast: '''x130%'''
 
* [[Psycasts#Focus|Focus]] psycast: '''x130%'''
* [[Psycasts#Burden|Burden]] psycast: '''Max: 40%''', effect scales with target's [[psychic sensitivity]]. {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm. IF confirmed, also confirm on Psycast's page}}
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* [[Psycasts#Burden|Burden]] psycast: '''Max: 40%'''
  
 
== Example ==
 
== Example ==
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We can therefore calculate the Moving capacity:
 
We can therefore calculate the Moving capacity:
  
  '''Moving''' = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.1 - 1) × 0.2] × 1.5 + 1.45) * 1.3
+
  '''Moving''' = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.2 - 1) × 0.2] × 1.5 + 1.45) * 1.3
 
   
 
   
  '''Moving''' = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 423.202% ≈ '''[[Effective Maximum::4.23|423%]]'''
+
  '''Moving''' = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 427.804% ≈ '''[[Effective Maximum::4.28|428%]]'''
  
 
{{Nav|stats|wide}}
 
{{Nav|stats|wide}}
 
[[Category:Capacity]]
 
[[Category:Capacity]]

Latest revision as of 17:45, 18 September 2024

Moving is a pawn capacity: How well a character can move around. Directly affected by consciousness. Any time a pawn's moving is reduced to below 16%, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.

Moving is related to move speed, but not equivalent. Some factors, like armor and the jogger trait, impact move speed, but not the "Moving" capacity itself.

Affected stats[edit]

NameTypeWeightMaxDescription
Hunting StealthStat1-This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.
Melee Dodge ChanceStat18-Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Move SpeedStat1-Speed of movement in cells per second.

Factors[edit]

Pawns need a moving capacity of above 15% in order to move. At 15% or below, the pawn is downed.

Base factors[edit]

The following factors affect moving:

  • Consciousness: 100% importance, no allowed defect. 100% Max.
  • Blood Pumping: 20% importance, no allowed defect. No Max (effectively 190%).
  • Breathing: 20% importance, no allowed defect. No Max (effectively 120%).
  • Leg part efficiency: 100% importance, no allowed defect. No Max (effectively 150%).
    • Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
      • Peg leg: 60% part efficiency resulting in −20% Moving.
      • Prosthetic leg: 85% part efficiency resulting in −7.5% Moving.
      • Bionic leg: 125% part efficiency resulting in +12.5% Moving.
      • Archotech leg: 150% part efficiency resulting in +25% Moving.
    • Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
    • Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
    • Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
      • Wooden foot: 80% part efficiency resulting in −10% Moving.
    • Toes part efficiency: Every toe missing results in −4% Moving. No Max (effectively 100%).
    • Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
    • Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
Moving Right leg
No leg Peg leg Wooden foot Prosthetic leg Organic leg Bionic leg Archotech leg
Left leg
No leg 0% 30% 40% 42.5% 50% 62.5% 75%
Peg leg 30% 60% 70% 72.5% 80% 92.5% 105%
Wooden foot 40% 70% 80% 82.5% 90% 102.5% 115%
Prosthetic leg 42.5% 72.5% 82.5% 85% 92.5% 105% 117.5%
Organic leg 50% 80% 90% 92.5% 100% 112.5% 125%
Bionic leg 62.5% 92.5% 102.5% 105% 112.5% 125% 137.5%
Archotech leg 75% 105% 115% 117.5% 125% 137.5% 150%

Offsets[edit]

The following offsets affect moving. They are applied after the base factors.

Post factors[edit]

The following factors affect moving. They are applied after the offsets.

Example[edit]

Let us calculate the highest value possible. The moving capacity can be calculated with the following formula:

Moving = ({IF Consciousness < 100 THEN Consciousness ELSE 1} × [1 + (Blood Pumping - 1) × 0.2] × [1 + (Breathing - 1) × 0.2] × Leg efficiency + Offsets) × Post factors 

Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.

Leg efficiency = (Left leg × 0.5 + Right leg × 0.5) × (Left tibia × 0.5 + Right tibia × 0.5) × (Left femur × 0.5 + Right femur × 0.5) × (Left foot × 0.5 + Right foot × 0.5) × (Toes × 0.04 + 0.6) × Pelvis × Spine

In this particular case the values would be the following:

First of all we can calculate the leg efficiency:

Leg efficiency = Left leg × 0.5 + Right leg × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = 150%

We can therefore calculate the Moving capacity:

Moving = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.2 - 1) × 0.2] × 1.5 + 1.45) * 1.3

Moving = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 427.804% ≈ 428%