Difference between revisions of "Move Speed"

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| to string style = FloatTwo
 
| to string style = FloatTwo
 
| description = Speed of movement in cells per second (c/s).
 
| description = Speed of movement in cells per second (c/s).
 +
| category = BasicsPawn
 
}} 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. Check order of operations of each BEFORE adding}}
+
{{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'''
** [[Jogger]]: {{+|0.4 c/s}}
+
** [[Jogger]]: {{+|0.4 {{CS}}}}
** [[Fast walker]]: {{+|0.2 c/s}}
+
** [[Fast walker]]: {{+|0.2 {{CS}}}}
** [[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]] {{IdeologyIcon}}: {{--|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}}
 
* '''Genes''' {{BiotechIcon}}
** [[Genes#Very fast runner|Very fast runner]] {{BiotechIcon}}: {{+|0.4 c/s}}
+
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}
** [[Genes#Fast runner|Fast runner]] {{BiotechIcon}}: {{+|0.2 c/s}}
+
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}
** [[Genes#Slow runner|Slow runner]] {{BiotechIcon}}: {{--|0.2 c/s}}
+
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}
** [[Genes#Naked speed|Naked speed]] {{BiotechIcon}}:
+
** [[Naked speed]]:{{BiotechIcon}}  
*** Unclothed: {{+|0.1 c/s}}
+
*** Unclothed: {{+|0.1 {{CS}}}}
*** Clothed: {{--|0.2 c/s}}
+
*** 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]]''': 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.
 
* '''[[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.
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  move speed factor = 1 / (1 + path cost * 0.077)
 
  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 shelfs have no additional effect, however.
+
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.
 
Below is a selection of some common values. Minified things have a path cost of 14.
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== Example ==
 
== Example ==
{{Rewrite|section=1|reason=Genes mentioned in stub note above}}
 
 
[[File:Maximum move speed vs normal.mp4|right|thumb|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:
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** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|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}}
 
** [[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: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')<ref>Be aware that it is not 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%. 0.042 Overdose Severity is lost every hour so you would need to wait 1 to 6-hours between drugs.</ref>
+
** 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 + 0.4 c/s + 0.1 c/s) × (4.23 × 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1)*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/>
 
<references/>

Latest revision as of 21:23, 18 September 2024

Move Speed is a stat: Speed of movement in cells per second (c/s). Its default value is 3. 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% Pen markerColumnBonsai tree Content added by the Ideology DLCWall lampWall torch lamp
1 93% Burned floorStraw matting
2 87% Flesh Content added by the Anomaly DLCGray surface Content added by the Anomaly DLC
3 81%
4 76%
8 62%
10 56% Egg box
12 52%
14 48% Wake-upDrape Content added by the Royalty DLCToxipotatoes Content added by the Biotech DLCGo-juiceShard Content added by the Anomaly DLCDeadlife shell Content added by the Anomaly DLCSandstone blocksHealrootGame-of-Ur boardFoxfur... further results
20 39% Slab double bed Content added by the Ideology DLCSlab bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Kneel pillow Content added by the Ideology DLCPew Content added by the Ideology DLCKneel sheet Content added by the Ideology DLC
30 30% Chess tablePincushion cactusAgariluxEnd tablePassive coolerHydroponics basinCliviaGiant rafflesiaToy box Content added by the Biotech DLCMeditation throne Content added by the Royalty DLC... further results
42 24% SarcophagusFermenting barrelDouble bedCecropia treePine treeTimbershroom Content added by the Ideology DLCBedGlucosoid pump Content added by the Biotech DLCAncient lamppostGene assembler Content added by the Biotech DLC... further results
50 21% Ancient ATM Content added by the Ideology DLCHermetic crate Content added by the Ideology DLCAncient locker bank Content added by the Ideology DLCAncient mega-cannon platform Content added by the Ideology DLCAncient container Content added by the Ideology DLCAncient ruined APC Content added by the Ideology DLCAncient operating table Content added by the Ideology DLCSmall bookcaseMech low-shield Content added by the Royalty DLCAncient storage cylinder Content added by the Ideology 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.