Difference between revisions of "User:JuliaCat/test"

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<div class="mw-collapsible mw-collapsed">
 +
== Type and Type2 ==
 +
<div class="mw-collapsible-content">
 +
{{#ask:
 +
[[Type::+]]
 +
| ?Type
 +
| ?Type2
 +
| format = table
 +
| sort = Type, Type2, From DLC
 +
| limit = 500
 +
}}
 +
</div>
 +
</div>
 +
<div class="mw-collapsible mw-collapsed">
 +
== Virtual Stats, Properties / Parameters, and Categories ==
 +
<div class="mw-collapsible-content">
 +
=== List of Categories for reference ===
 +
{| id="Stat Categories" {{STDT|sortable}}
 +
! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of StatDefs !! Source
 +
<!-- Core StatCategories -->
 +
<!--================ General ================-->
 +
|-
 +
| Basics
 +
! Basics
 +
| 10
 +
| {{Good|true}}
 +
| 9
 +
| Core - General
 +
|-
 +
| BasicsImportant
 +
! Basics
 +
| 1
 +
| {{Good|true}}
 +
| 3
 +
| Core - General
 +
|-
 +
| BasicsPawnImportant
 +
! Basics
 +
| 2
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
|-
 +
| BasicsNonPawnImportant
 +
! Basics
 +
| 2
 +
| {{Bad|false}}
 +
| 4
 +
| Core - General
 +
|-
 +
| BasicsPawn
 +
! Basics
 +
| 11
 +
| {{Bad|false}}
 +
| 38
 +
| Core - General
 +
|-
 +
| BasicsNonPawn
 +
! Basics
 +
| 12
 +
| {{Bad|false}}
 +
| 11
 +
| Core - General
 +
|-
 +
| AnimalProductivity
 +
! animal productivity
 +
| 13
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
|-
 +
| Source
 +
! content source
 +
| 999
 +
| {{Bad|false}}
 +
| 0
 +
| Core - General
 +
<!--================ Non-pawn ================-->
 +
|-
 +
| Apparel
 +
! Apparel
 +
| 30
 +
| {{Bad|false}}
 +
| 13
 +
| Core - Non-pawn
 +
|-
 +
| Implant
 +
! Implant
 +
| 30
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Weapon
 +
! Weapon
 +
| 40
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Weapon_Ranged
 +
! Weapon (ranged)
 +
| 44
 +
| {{Bad|false}}
 +
| 6
 +
| Core - Non-pawn
 +
|-
 +
| Weapon_Melee
 +
! Weapon (melee)
 +
| 48
 +
| {{Bad|false}}
 +
| 3
 +
| Core - Non-pawn
 +
|-
 +
| Building
 +
! Building
 +
| 50
 +
| {{Bad|false}}
 +
| 19
 +
| Core - Non-pawn
 +
|-
 +
| Ability
 +
! Ability
 +
| 60
 +
| {{Bad|false}}
 +
| 9
 +
| Core - Non-pawn
 +
|-
 +
| Drug
 +
! Drug
 +
| 30
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| DrugAddiction
 +
! drug addiction
 +
| 110
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 +
|-
 +
| Terrain
 +
! terrain
 +
| 13
 +
| {{Bad|false}}
 +
| 2
 +
| Core - Non-pawn
 +
<!--=============== Virtual categories ==============-->
 +
|-
 +
| EquippedStatOffsets
 +
! Offsets when equipped
 +
| 70
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| StuffStatFactors
 +
! Multipliers when made of this
 +
| 74
 +
| {{Good|true}}
 +
| 8
 +
| Core - Virtual category
 +
|-
 +
| StuffStatOffsets
 +
! Offsets when made of this
 +
| 77
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| StuffOfEquipmentStatFactors
 +
! Multipliers when equipment made of this
 +
| 80
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| Surgery
 +
! Surgical
 +
| 90
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
|-
 +
| CapacityEffects
 +
! effects
 +
| 100
 +
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 +
<!--================ Pawn ================-->
 +
|-
 +
| PawnCombat
 +
! Combat
 +
| 110
 +
| {{Bad|false}}
 +
| 31
 +
| Core - Pawn
 +
|-
 +
| PawnSocial
 +
! Social
 +
| 120
 +
| {{Bad|false}}
 +
| 13
 +
| Core - Pawn
 +
|-
 +
| PawnMisc
 +
! Misc
 +
| 130
 +
| {{Bad|false}}
 +
| 2
 +
| Core - Pawn
 +
|-
 +
| PawnWork
 +
! Work
 +
| 140
 +
| {{Bad|false}}
 +
| 36
 +
| Core - Pawn
 +
<!--================ Misc ================-->
 +
|-
 +
| Meditation
 +
! Meditation
 +
| 13
 +
| {{Good|true}}
 +
| 2
 +
| Core - Misc
 +
|-
 +
| Genetics
 +
! Genetics
 +
| 200
 +
| {{Bad|false}}
 +
| 0
 +
| Core - Misc
 +
|-
 +
| Mechanoid
 +
! Mechanoid
 +
| 13
 +
| {{Good|true}}
 +
| 6
 +
| Core - Misc
 +
<!-- Biotech StatCategories -->
 +
|-
 +
| Mechanitor
 +
! Mechanitor
 +
| 105
 +
| {{Good|true}}
 +
| 9
 +
| Biotech
 +
<!-- Anomaly Stats_PsychicRituals -->
 +
|-
 +
| PsychicRituals
 +
! Psychic ritual
 +
| 500
 +
| {{Bad|false}}
 +
| 2
 +
| Anomaly
 +
<!-- Anomaly Stats_Containment -->
 +
|-
 +
| Containment
 +
! Containment
 +
| 600
 +
| {{Bad|false}}
 +
| 3
 +
| Anomaly
 +
<!-- Anomaly Stats_Serum -->
 +
|-
 +
| Serum
 +
! Serum
 +
| 700
 +
| {{Bad|false}}
 +
| 0
 +
| Anomaly
 +
|}
 +
 +
Categories are listed by order of appearance in xml, and labeled as "defName - (label)" unless the two are identical:
 +
=== General ===
 +
==== Basics ====
 +
===== Basics - (Basics) =====
 +
===== BasicsImportant - (Basics) =====
 +
===== BasicsPawnImportant - (Basics) =====
 +
===== BasicsNonPawnImportant - (Basics) =====
 +
===== BasicsPawn - (Basics) =====
 +
===== BasicsNonPawn - (Basics) =====
 +
=== AnimalProductivity - (animal productivity) ===
 +
=== Source - (content source) ===
 +
=== Non-pawn ===
 +
==== Apparel ====
 +
==== Weapon ====
 +
==== Weapon_Ranged - (Weapon (ranged)) ====
 +
==== Weapon_Melee - (Weapon (melee)) ====
 +
==== Building ====
 +
==== Ability ====
 +
==== Drug ====
 +
==== DrugAddiction - (drug addiction) ====
 +
==== Terrain - (terrain) ====
 +
=== Virtual categories ===
 +
==== EquippedStatOffsets - (Offsets when equipped) ====
 +
==== StuffStatFactors - (Multipliers when made of this) ====
 +
==== StuffOfEquipmentStatFactors - (Multipliers when equipment made of this) ====
 +
==== Surgery - (Surgical) ====
 +
==== CapacityEffects - (effects) ====
 +
=== Pawn ===
 +
==== PawnCombat - (Combat) ====
 +
==== PawnSocial - (Social) ====
 +
==== PawnMisc - (Misc) ====
 +
==== PawnWork - (Work) ====
 +
=== Misc ===
 +
==== Meditation ====
 +
==== Genetics ====
 +
==== Mechanoid ====
 +
=== Biotech {{BiotechIcon}} ===
 +
==== Mechanitor ====
 +
=== Anomaly {{AnomalyIcon}} ===
 +
==== PsychicRituals - (Psychic ritual) ====
 +
==== Containment ====
 +
==== Serum ====
 +
</div>
 +
</div>
 +
<div class="mw-collapsible mw-collapsed">
 +
== Room Stats ==
 +
<div class="mw-collapsible-content">
 +
<div>
 +
<!-- Core RoomStats.xml -->
 +
{| {{STDT}}
 +
! Name !! Details !! Score Stages / Curve
 +
<!--======= Primary stats (calcualated from physical conditions) =======-->
 +
|- id="Impressiveness" <!-- defName="Impressiveness" -->
 +
! Impressiveness
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Impressiveness'''
 +
* Update Priority: '''1'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!  -
 +
| awful
 +
|-
 +
!  20
 +
| dull
 +
|-
 +
!  30
 +
| mediocre
 +
|-
 +
!  40
 +
| decent
 +
|-
 +
!  50
 +
| slightly impressive
 +
|-
 +
!  65
 +
| somewhat impressive
 +
|-
 +
!  85
 +
| very impressive
 +
|-
 +
! 120
 +
| extremely impressive
 +
|-
 +
! 170
 +
| unbelievably impressive
 +
|-
 +
! 240
 +
| wondrously impressive
 +
|}
 +
|- id="Wealth" <!-- defName="Wealth" -->
 +
! Wealth
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Wealth'''
 +
* Update Priority: '''2'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!      -
 +
| impoverished
 +
|-
 +
!    500
 +
| somewhat poor
 +
|-
 +
!    700
 +
| mediocre
 +
|-
 +
!    2000
 +
| somewhat rich
 +
|-
 +
!    4000
 +
| rich
 +
|-
 +
!  10000
 +
| luxurious
 +
|-
 +
!  40000
 +
| very luxurious
 +
|-
 +
!  100000
 +
| extremely luxurious
 +
|-
 +
! 1000000
 +
| unbelievably luxurious
 +
|}
 +
|- id="Space" <!-- defName="Space" -->
 +
! Space
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Space'''
 +
* Update Priority: '''2'''
 +
* Display Rounded: {{Good|true}}
 +
* Roomless Score: '''350'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| cramped
 +
|-
 +
!  12.5
 +
| rather tight
 +
|-
 +
!  29 
 +
| average-sized
 +
|-
 +
!  55 
 +
| somewhat spacious
 +
|-
 +
!  70 
 +
| quite spacious
 +
|-
 +
! 130 
 +
| very spacious
 +
|-
 +
! 349.5
 +
| extremely spacious
 +
|}
 +
|- id="Beauty" <!-- defName="Beauty" -->
 +
! Beauty
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Beauty'''
 +
* Update Priority: '''2'''
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| hideous
 +
|-
 +
!  -3.5
 +
| ugly
 +
|-
 +
!  0.0
 +
| neutral
 +
|-
 +
!  2.4
 +
| pretty
 +
|-
 +
!  5.0
 +
| beautiful
 +
|-
 +
!  15.0
 +
| very beautiful
 +
|-
 +
!  50.0
 +
| extremely beautiful
 +
|-
 +
! 100.0
 +
| unbelievably beautiful
 +
|}
 +
|- id="Cleanliness" <!-- defName="Cleanliness" -->
 +
! Cleanliness
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_Cleanliness'''
 +
* Update Priority: '''2'''
 +
* Roomless Score: '''0'''
 +
| '''Score Stages:'''
 +
{| {{STDT}}
 +
! Min Score !! Label
 +
|-
 +
!    -
 +
| very dirty
 +
|-
 +
! -1.1
 +
| dirty
 +
|-
 +
! -0.4
 +
| slightly dirty
 +
|-
 +
! -0.05
 +
| clean
 +
|-
 +
!  0.4
 +
| sterile
 +
|}
 +
|- id="Reading bonus" <!-- defName="ReadingBonus" -->
 +
! Reading bonus
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_ReadingBonus'''
 +
* Roomless Score: '''1'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
! -
 +
<!--======= Dependent stats (calculated from other stats) =======-->
 +
|- id="Infection chance factor" <!-- defName="InfectionChanceFactor" -->
 +
! Infection chance factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''1.0'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Infection chance factor
 +
|-
 +
! -5
 +
| 1.0 <!-- Never worse than no tending at all -->
 +
|-
 +
!  0
 +
| 0.5
 +
|-
 +
!  1
 +
| 0.2
 +
|}
 +
|- id="Surgery success chance cleanliness factor" <!-- defName="SurgerySuccessChanceCleanlinessFactor" -->
 +
! Surgery success chance cleanliness factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.6'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Surgery success chance cleanliness factor
 +
|-
 +
! -5
 +
| 0.6
 +
|-
 +
!  0
 +
| 1.0
 +
|-
 +
!  5
 +
| 1.15
 +
|}
 +
|- id="Research speed factor" <!-- defName="ResearchSpeedFactor" -->
 +
! Research speed factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.75'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Research speed factor
 +
|-
 +
! -5.0
 +
| 0.75
 +
|-
 +
! -2.5
 +
| 0.85
 +
|-
 +
!  0.0
 +
| 1.00
 +
|-
 +
!  1.0
 +
| 1.15
 +
|}
 +
|- id="Grave visiting recreation factor" <!-- defName="GraveVisitingJoyGainFactor" -->
 +
! Grave visiting recreation factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''1'''
 +
* Input Stat: '''[[Impressiveness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Impressiveness !! Grave visiting recreation factor
 +
|-
 +
! -150
 +
| 1.0
 +
|-
 +
!    0
 +
| 1.0
 +
|-
 +
!  150
 +
| 1.4
 +
|}
 +
|- id="Food poison chance" <!-- defName="FoodPoisonChance" -->
 +
! Food poison chance
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.02'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Food poison chance
 +
|-
 +
! -5 
 +
| 0.05
 +
|-
 +
! -3.5
 +
| 0.025
 +
|-
 +
! -2 
 +
| 0
 +
|}
 +
<!-- Ideology RoomStats.xml -->
 +
|- id="Biosculpter pod speed factor" <!-- defName="BiosculpterPodSpeedFactor" -->
 +
! Biosculpter pod speed factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.7''' <!-- outdoors etc same as dirty room -->
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Biosculpter pod speed factor
 +
|-
 +
! -5
 +
| 0.7
 +
|-
 +
! -1
 +
| 0.9
 +
|-
 +
!  0
 +
| 1
 +
|-
 +
!  1
 +
| 1.25
 +
|}
 +
<!-- Biotech RoomStats.xml -->
 +
|- id="Assembly speed factor" <!-- defName="AssemblySpeedFactor" -->
 +
! Assembly speed factor
 +
|<!-- Details -->
 +
* Worker Class: '''RoomStatWorker_FromStatByCurve'''
 +
* Update Priority: '''0'''
 +
* Is Hidden: {{Good|true}}
 +
* Roomless Score: '''0.75'''
 +
* Input Stat: '''[[Cleanliness]]'''
 +
| '''Curve Points:'''
 +
{| {{STDT}}
 +
! Cleanliness !! Assembly speed factor
 +
|-
 +
! -5.0
 +
| 0.75
 +
|-
 +
! -2.5
 +
| 0.85
 +
|-
 +
!  0.0
 +
| 1.00
 +
|-
 +
!  1.0
 +
| 1.15
 +
|}
 +
|}
 +
</div>
 +
</div>
 +
</div>
 +
 +
== Stats Nav Test ==
 +
<div class="mw-collapsible">
 +
=== All 230 Stats ===
 +
<div class="mw-collapsible-content">
 +
<!-- Capacities don't really belong being merged with a long list of stats that diverge from pawn related info, but it is such a small list that it doesn't necessarily warrant its own nav -->
 +
;[[Capacity|Capacities]]
 +
:[[Pain]] &bull; [[Consciousness]] &bull; [[Moving]] &bull; [[Manipulation]] &bull; [[Talking]] &bull; [[Eating]] &bull; [[Sight]] &bull; [[Hearing]] &bull; [[Breathing]] &bull; [[Blood Filtration]]  &bull; [[Blood Pumping]] &bull; [[Digestion]]
 +
 +
<!-- 242 StatDefs: 230 Stats, 12 Bases, 233 defNames -->
 +
;Basics - <small>Important</small><!--{1} 3 StatDefs
 +
-->
 +
:[[Market Value]]<!--{ParentName="MarketValueBase", 2510}
 +
--> &bull; [[Market Value Ignoring Hitpoints]]<!--{ParentName="MarketValueBase", 2510, Always Hide}
 +
--> &bull; [[Honor Value]] {{RoyaltyIcon}}<!--{2508}
 +
-->
 +
 +
;Basics - <small>Non Pawn Important</small><!--{2} 4 StatDefs
 +
-->
 +
:[[Nutrition (Stat)|Nutrition]]<!--{3000}
 +
--> &bull; [[Medical Potency]]<!--{4000}
 +
--> &bull; [[Medical Tend Quality Maximum]]<!--{4010}
 +
--> &bull; [[Max Hit Points]]<!--{99997}
 +
-->
 +
 +
;Basics - <small>Basics</small><!--{10} 9 StatDefs
 +
-->
 +
:[[Mass]]<!--{1500}
 +
--> &bull; [[Flammability]]<!--{3000}
 +
--> &bull; [[Psychic Sensitivity Factor]]<!--{3500}
 +
--> &bull; [[Psychic Sensitivity Offset]]<!--{3500}
 +
--> &bull; [[Neural Heat Limit Offset]]<!--{May Require Any Of: Royalty, Biotech; 3525}
 +
--> &bull; [[Neural Heat Recovery Rate Offset]]<!--{May Require Any Of: Royalty, Biotech; 3550}
 +
--> &bull; [[Slave Suppression Offset]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Terror (Source)]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Max Install Count]] {{BiotechIcon}}<!--{4020, For Information Only}
 +
-->
 +
 +
;Basics - <small>[[Pawn]]</small><!--{11} 38 StatDefs
 +
-->
 +
:[[Recreation Fall Rate]]<!--{-}
 +
--> &bull; [[Sleep Fall Rate]]<!--{-}
 +
--> &bull; [[Eating Speed]]<!--{1000}
 +
--> &bull; [[Foraged Food Amount]]<!--{1000}
 +
--> &bull; [[Minimum Handling Skill]]<!--{1500}
 +
--> &bull; [[Mental Break Threshold]]<!--{2000}
 +
--> &bull; [[Immunity Gain Speed]]<!--{2000}
 +
--> &bull; [[Pain Shock Threshold]]<!--{2000}
 +
--> &bull; [[Lifespan Factor]]<!--{2000}
 +
--> &bull; [[Minimum Comfortable Temperature]]<!--{2010}
 +
--> &bull; [[Maximum Comfortable Temperature]]<!--{2010}
 +
--> &bull; [[Injury Healing Factor]]<!--{2201}
 +
--> &bull; [[Caravan Riding Speed]]<!--{2203}
 +
--> &bull; [[Carrying Capacity]]<!--{2203}
 +
--> &bull; [[Filth Rate]]<!--{2205}
 +
--> &bull; [[Crawl Speed]]<!--{2499}
 +
--> &bull; [[Move Speed]]<!--{2500}
 +
--> &bull; [[Max Nutrition]]<!--{2501}
 +
--> &bull; [[Rest Rate Multiplier]]<!--{2501}
 +
--> &bull; [[Toxic Environment Resistance]]<!--{3450}
 +
--> &bull; [[Toxic Resistance]]<!--{3451}
 +
--> &bull; [[Animals Learning Factor]]<!--{3500}
 +
--> &bull; [[Global Learning Factor]]<!--{3500}
 +
--> &bull; [[Neural Heat Limit]]<!--{May Require Any Of: Royalty, Biotech; 3500}
 +
--> &bull; [[Psychic Sensitivity]]<!--{3500}
 +
--> &bull; [[Leather Amount]]<!--{3551}
 +
--> &bull; [[Meat Amount]]<!--{3552}
 +
--> &bull; [[Neural Heat Recovery Rate]]<!--{4000}
 +
--> &bull; [[Meditation Psyfocus Gain]]<!--{ParentName="MeditationFocusBase", May Require Any Of: Royalty, Biotech; 4010}
 +
--> &bull; [[Neural Heat Gain (Factor)]] {{RoyaltyIcon}}<!--{4000}
 +
--> &bull; [[Ideoligion Spread Chance]] {{IdeologyIcon}}<!--{1899}
 +
--> &bull; [[Global Certainty Loss Factor]] {{IdeologyIcon}}<!--{1900}
 +
--> &bull; [[Terror]] {{IdeologyIcon}}<!--{3600}
 +
--> &bull; [[Raw Nutrition Multiplier]] {{BiotechIcon}}<!--{1001}
 +
--> &bull; [[Learning Rate Factor]] {{BiotechIcon}}<!--{1350}
 +
--> &bull; [[Cancer Rate Factor]] {{BiotechIcon}}<!--{2100}
 +
--> &bull; [[Fertility]] {{BiotechIcon}}<!--{-}
 +
--> &bull; [[Hemogen Gain Multiplier]] {{BiotechIcon}}<!--{-}
 +
-->
 +
 +
;Basics - <small>Non Pawn</small><!--{12} 11 StatDefs
 +
-->
 +
:[[Construction Speed (Material Factor)]]<!--{2500}
 +
--> &bull; [[Deterioration Rate]]<!--{2500}
 +
--> &bull; [[Sell Price Multiplier]]<!--{2509}
 +
--> &bull; [[Beauty (Stat)|Beauty]]<!--{3000}
 +
--> &bull; [[Outdoor Beauty]]<!--{ParentName="Beauty", 3000}
 +
--> &bull; [[Cleanliness]]<!--{3000}
 +
--> &bull; [[Comfort (Stat)|Comfort]]<!--{3000}
 +
--> &bull; [[Work To Make]]<!--{3100}
 +
--> &bull; [[Food Poison Chance (Food Stat)]]<!--{4000}
 +
--> &bull; [[Shooting Accuracy (Turrets)]]<!--{4000}
 +
--> &bull; [[Style Dominance]] {{IdeologyIcon}}<!--{6000}
 +
-->
 +
 +
;[[Mechanoid]]<!--{13} 6 StatDefs
 +
-->
 +
:[[EMP Resistance]]<!--{ParentName="MechStatBase", May Require Any Of: Biotech, Anomaly; 2030}
 +
--> &bull; [[Bandwidth Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
 +
--> &bull; [[Energy Usage Multiplier]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
 +
--> &bull; [[Wastepacks Per Recharge]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000}
 +
--> &bull; [[Control Taking Time]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2010}
 +
--> &bull; [[Repair Energy Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2020}
 +
-->
 +
 +
;[[Meditation]]<!--{13} 2 StatDefs
 +
-->
 +
:[[Meditation Psyfocus Bonus]]<!--{ParentName="MeditationFocusBase", 4010}
 +
--> &bull; [[Meditation Plant Growth Offset]] {{RoyaltyIcon}}<!--{4000}
 +
-->
 +
 +
;[[Terrain]]<!--{13} 2 StatDefs
 +
-->
 +
:[[Cleaning Time Multiplier]]<!--{-}
 +
--> &bull; [[Filth Multiplier]]<!--{-}
 +
-->
 +
 +
;[[Apparel]]<!--{30} 13 StatDefs
 +
-->
 +
:[[Armor - Material Effect Multiplier]]<!--{1, Always Hide}
 +
--> &bull; [[Insulation - Cold - Material Effect Multiplier]]<!--{2, Always Hide}
 +
--> &bull; [[Insulation - Heat - Material Effect Multiplier]]<!--{3, Always Hide}
 +
--> &bull; [[Equip Delay]]<!--{50}
 +
--> &bull; [[Pack Radius]]<!--{60}
 +
--> &bull; [[Shield Recharge Rate]]<!--{69}
 +
--> &bull; [[Shield Max Energy]]<!--{70}
 +
--> &bull; [[Insulation - Heat]]<!--{ParentName="InsulationBase", 89}
 +
--> &bull; [[Insulation - Cold]]<!--{ParentName="InsulationBase", 90}
 +
--> &bull; [[Armor - Heat]]<!--{ParentName="ArmorRatingBase", 98}
 +
--> &bull; [[Armor - Blunt]]<!--{ParentName="ArmorRatingBase", 99}
 +
--> &bull; [[Armor - Sharp]]<!--{ParentName="ArmorRatingBase", 100}
 +
--> &bull; [[Jump Range]] {{RoyaltyIcon}}<!--{60}
 +
-->
 +
 +
;[[Weapon]] ([[Ranged weapons|Ranged]])<!--{44} 6 StatDefs
 +
-->
 +
:[[Damage Multiplier]]<!--{5105}
 +
--> &bull; [[Ranged Cooldown]]<!--{5106}
 +
--> &bull; [[Accuracy (Long)]]<!--{ParentName="AccuracyBase", 5107}
 +
--> &bull; [[Accuracy (Medium)]]<!--{ParentName="AccuracyBase", 5108}
 +
--> &bull; [[Accuracy (Short)]]<!--{ParentName="AccuracyBase", 5109}
 +
--> &bull; [[Accuracy (Close)]]<!--{ParentName="AccuracyBase", 5110}
 +
-->
 +
 +
;[[Weapon]] ([[Melee weapons|Melee]])<!--{48} 3 StatDefs
 +
-->
 +
:[[Melee Damage Multiplier]]<!--{5008}
 +
--> &bull; [[Melee Weapon Average Armor Penetration]]<!--{5009, For Information Only}
 +
--> &bull; [[Melee Damage Per Second]]<!--{5010, For Information Only}
 +
-->
 +
 +
;[[Building]]<!--{50} 19 StatDefs
 +
-->
 +
:[[Research Speed Factor]]<!--{1000}
 +
--> &bull; [[Max Power Output]]<!--{1000}
 +
--> &bull; [[Medical Tend Quality Offset]]<!--{2000}
 +
--> &bull; [[Work Speed Factor]]<!--{3000}
 +
--> &bull; [[Work Efficiency Factor]]<!--{3000}
 +
--> &bull; [[Work To Build]]<!--{3101}
 +
--> &bull; [[Door Opening Speed]]<!--{3102}
 +
--> &bull; [[Rest Effectiveness]]<!--{4000}
 +
--> &bull; [[Immunity Gain Speed Factor]]<!--{4000}
 +
--> &bull; [[Recreation Power]]<!--{4010}
 +
--> &bull; [[Surgery Success Chance Factor]]<!--{4100}
 +
--> &bull; [[Reading Bonus]]<!--{4200}
 +
--> &bull; [[Trap Spring Chance]]<!--{5000}
 +
--> &bull; [[Trap Melee Damage]]<!--{5001}
 +
--> &bull; [[Biosculpter Pod Speed Factor]] {{IdeologyIcon}}<!--{4100}
 +
--> &bull; [[Assembly Speed Factor]] {{BiotechIcon}}<!--{1000}
 +
--> &bull; [[Baby Play Power]] {{BiotechIcon}}<!--{4020}
 +
--> &bull; [[Birth Quality Offset]] {{BiotechIcon}} <!--{4110}
 +
--> &bull; [[Genetic Complexity Increase]] {{BiotechIcon}}<!--{4200, Always Hide}
 +
-->
 +
 +
;Ability<!--{60} 9 StatDefs
 +
-->
 +
:[[Detection Chance]]<!--{996}
 +
--> &bull; [[Goodwill Impact]]<!--{997}
 +
--> &bull; [[Effect Radius]]<!--{998}
 +
--> &bull; [[Duration]]<!--{999}
 +
--> &bull; [[Range]]<!--{1001}
 +
--> &bull; [[Psyfocus Cost]]<!--{1002}
 +
--> &bull; [[Neural Heat Gain]]<!--{1003}
 +
--> &bull; [[Casting Time]]<!--{1004}
 +
--> &bull; [[Psylink Level]]<!--{1005}
 +
-->
 +
 +
;[[Stuff]] Stat Factors (Multipliers when made of this) <!--{74} 8 StatDefs
 +
-->
 +
:[[Melee Cooldown]]<!--{4504}
 +
--> &bull; [[Sharp Damage]]<!--{4505}
 +
--> &bull; [[Blunt Damage]]<!--{4506}
 +
--> &bull; [[Insulation - Heat (Material Factor)]]<!--{4506}
 +
--> &bull; [[Insulation - Cold (Material Factor)]]<!--{4507}
 +
--> &bull; [[Armor - Heat (Material Factor)]]<!--{4508}
 +
--> &bull; [[Armor - Blunt (Material Factor)]]<!--{4509}
 +
--> &bull; [[Armor - Sharp (Material Factor)]]<!--{4510}
 +
-->
 +
 +
;[[Mechanitor]] {{BiotechIcon}}<!--{105} 9 StatDefs
 +
-->
 +
:[[Mech Bandwidth]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Control Groups]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Gestation Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Repair Distance]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Shield Distance]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Remote Shield Energy]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Repair Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Subcore Encoding Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000}
 +
--> &bull; [[Mech Work Speed Offset]] {{BiotechIcon}}<!--{5000}
 +
-->
 +
 +
;[[Pawn]] - <small>Combat</small><!--{110} 31 StatDefs
 +
-->
 +
:[[Stagger Time Multiplier]]<!--{1200}
 +
--> &bull; [[Ranged Cooldown Multiplier]]<!--{1205}
 +
--> &bull; [[Aiming Time]]<!--{4040}
 +
--> &bull; [[Pawn Trap Spring Chance]]<!--{4047}
 +
--> &bull; [[Incoming Damage Multiplier]]<!--{4048}
 +
--> &bull; [[Accuracy Factor (Long)]]<!--{ParentName="ShootingAccuracyFactorBase", 4046}
 +
--> &bull; [[Accuracy Factor (Medium)]]<!--{ParentName="ShootingAccuracyFactorBase", 4047}
 +
--> &bull; [[Accuracy Factor (Short)]]<!--{ParentName="ShootingAccuracyFactorBase", 4048}
 +
--> &bull; [[Accuracy Factor (Close)]]<!--{ParentName="ShootingAccuracyFactorBase", 4049}
 +
--> &bull; [[Shooting Accuracy]]<!--{4050}--> (<small><!--
 +
-->[[Shooting Accuracy Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--></small>)<!--
 +
--> &bull; [[Mortar Miss Radius Multiplier]]<!--{4060}
 +
--> &bull; [[Melee Armor Penetration]]<!--{4100, For Information Only}
 +
--> &bull; [[Melee Dodge Chance]]<!--{4100}--> (<small><!--
 +
-->[[Melee Dodge Chance Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Night|Outdoors Night]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Dodge Chance Outdoors Day|Outdoors Day]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--></small>)<!--
 +
--> &bull; [[Melee Hit Chance]]<!--{4100}--> (<small><!--
 +
-->[[Melee Hit Chance Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--> &bull; [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide}
 +
--></small>)<!--
 +
--> &bull; [[Melee DPS]]<!--{5100, For Information Only}
 +
--> &bull; [[Melee Damage Factor]]<!--{5200}
 +
--> &bull; [[Melee Cooldown]]<!--{5201}
 +
--> &bull; [[Melee Door Damage Factor]] {{BiotechIcon}}<!--{5000}
 +
--> &bull; [[Shooting Accuracy Multiplier (Child)]] {{BiotechIcon}}<!--{-, Always Hide}
 +
-->
 +
 +
;[[Pawn]] - <small>Social</small><!--{120} 13 StatDefs
 +
-->
 +
:[[Bond Chance Factor]]<!--{1890}
 +
--> &bull; [[Train Animal Chance]]<!--{1900}
 +
--> &bull; [[Tame Animal Chance]]<!--{1901}
 +
--> &bull; [[Arrest Success Chance]]<!--{2000}
 +
--> &bull; [[Pawn Beauty]]<!--{2000}
 +
--> &bull; [[Social Impact]]<!--{2000}
 +
--> &bull; [[Drug Sell Price Improvement]]<!--{2560}
 +
--> &bull; [[Trade Price Improvement]]<!--{2599}
 +
--> &bull; [[Negotiation Ability]]<!--{2600}
 +
--> &bull; [[Suppression Power]] {{IdeologyIcon}}<!--{-}
 +
--> &bull; [[Conversion Power]] {{IdeologyIcon}}<!--{1901}
 +
--> &bull; [[Slave Suppression Fall Rate]] {{IdeologyIcon}}<!--{2200}
 +
--> &bull; [[Animal Products Price Improvement]] {{IdeologyIcon}}<!--{2570}
 +
-->
 +
 +
;[[Pawn]] - <small>Misc</small><!--{130} 2 StatDefs
 +
-->
 +
:[[Biosculpter Occupant Speed]] {{IdeologyIcon}}<!--{1900}
 +
--> &bull; [[Growth Vat Occupant Speed]] {{BiotechIcon}}<!--{1850}
 +
-->
 +
 +
;[[Pawn]] - <small>Work</small><!--{140} 36 StatDefs
 +
-->
 +
:[[Cleaning Speed Multiplier]]<!--{2500}
 +
--> &bull; [[Butchery Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Mechanoid Shredding Speed]]<!--{ParentName="ButcherySpeedBase", 4500}
 +
--> &bull; [[Hunting Stealth]]<!--{4500}
 +
--> &bull; [[Research Speed]]<!--{ParentName="IntellectualSkillBase", 4500}
 +
--> &bull; [[Smelting Speed]]<!--{4500}
 +
--> &bull; [[Smoothing Speed]]<!--{4500}
 +
--> &bull; [[Animal Gather Speed]]<!--{4501}
 +
--> &bull; [[Animal Gather Yield]]<!--{4502}
 +
--> &bull; [[Drug Cooking Speed]]<!--{4510}
 +
--> &bull; [[Drug Synthesis Speed]]<!--{4511}
 +
--> &bull; [[Butchery Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Mechanoid Shredding Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520}
 +
--> &bull; [[Cooking Speed]]<!--{4541}
 +
--> &bull; [[Food Poison Chance]]<!--{4542}
 +
--> &bull; [[Plant Work Speed]]<!--{4550}
 +
--> &bull; [[Plant Harvest Yield]]<!--{4551}
 +
--> &bull; [[Drug Crop Harvest Yield]]<!--{4552}
 +
--> &bull; [[Reading Speed]]<!--{4600}
 +
--> &bull; [[Repair Success Chance]]<!--{4600}
 +
--> &bull; [[Construct Success Chance]]<!--{4601}
 +
--> &bull; [[Construction Speed]]<!--{4602}
 +
--> &bull; [[Medical Tend Speed]]<!--{4650}
 +
--> &bull; [[Medical Tend Quality]]<!--{4651}
 +
--> &bull; [[Medical Operation Speed]]<!--{4652}
 +
--> &bull; [[Medical Surgery Success Chance]]<!--{4653}
 +
--> &bull; [[Mining Speed]]<!--{4900}
 +
--> &bull; [[Deep Drilling Speed]]<!--{4901}
 +
--> &bull; [[Mining Yield]]<!--{4902}
 +
--> &bull; [[General Labor Speed]]<!--{4999}
 +
--> &bull; [[Global Work Speed]]<!--{5000}
 +
--> &bull; [[Hacking Speed]] {{IdeologyIcon}}<!--{4510}
 +
--> &bull; [[Pruning Speed]] {{IdeologyIcon}}<!--{-}
 +
--> &bull; [[Activity Suppression Speed]] {{AnomalyIcon}}<!--{209}
 +
--> &bull; [[Study Efficiency]] {{AnomalyIcon}}<!--{210}
 +
--> &bull; [[Entity Study Rate]] {{AnomalyIcon}}<!--{ParentName="IntellectualSkillBase", 211}
 +
-->
 +
 +
;[[Psychic rituals|Psychic Ritual]] {{AnomalyIcon}}<!--{500} 2 StatDefs
 +
-->
 +
:[[Psychic Ritual Quality]] {{AnomalyIcon}}<!--{-}
 +
--> &bull; [[Psychic Ritual Quality Offset]] {{AnomalyIcon}}<!--{-}
 +
-->
 +
 +
;[[Containment]] {{AnomalyIcon}}<!--{600} 3 StatDefs
 +
-->
 +
:[[Cold Containment Bonus]] {{AnomalyIcon}}<!--{-}
 +
--> &bull; [[Containment Strength]] {{AnomalyIcon}}<!--{-}
 +
--> &bull; [[Minimum Containment Strength]] {{AnomalyIcon}}<!--{9999}
 +
-->
 +
 +
;Hidden<!--{-} Not a game defined category, 1 StatDef
 +
-->
 +
:[[Bed Hunger Rate Multiplier]]<!--{-, Always Hide}
 +
-->
 +
 +
</div>
 +
</div>
 +
 
<div class="mw-collapsible">
 
<div class="mw-collapsible">
 +
 +
=== Stats Ask Query ===
 +
<div class="mw-collapsible-content">
 +
;Basics - <small>Important</small>
 +
:{{#ask:
 +
[[Category:Stats - Basics Important]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sort by = From DLC, Display Priority In Category, Name
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 +
;Basics - <small>Non Pawn Important</small>
 +
:{{#ask:
 +
[[Category:Stats - Basics Non Pawn Important]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sort by = From DLC, Display Priority In Category, Name
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 +
;Basics
 +
:{{#ask:
 +
[[Category:Stats - Basics]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sort by = From DLC, Display Priority In Category, Name
 +
| limit = 200
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 +
;Basics - <small>Pawn</small>
 +
:{{#ask:
 +
[[Category:Stats - Pawn]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sort by = From DLC, Display Priority In Category, Name
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 +
;Basics - <small>Non Pawn</small>
 +
:{{#ask:
 +
[[Category:Stats - Non Pawn]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sort by = From DLC, Display Priority In Category, Name
 +
| sep = &#32;&bull;&#32;
 +
}}
 +
 +
;Mechanoid
 +
:{{#ask:
 +
[[Category:Stats - Mechanoid]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Meditation
 +
:{{#ask:
 +
[[Category:Stats - Meditation]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Terrain
 +
:{{#ask:
 +
[[Category:Stats - Terrain]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Apparel
 +
:{{#ask:
 +
[[Category:Stats - Apparel]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Weapon (Ranged)
 +
:{{#ask:
 +
[[Category:Stats - Weapon (Ranged)]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Weapon (Melee)
 +
:{{#ask:
 +
[[Category:Stats - Weapon (Melee)]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Building
 +
:{{#ask:
 +
[[Category:Stats - Building]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Ability
 +
:{{#ask:
 +
[[Category:Stats - Ability]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Stuff Stat Factors (Multipliers when made of this)
 +
:{{#ask:
 +
[[Category:Stats - Stuff Stat Factors]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Mechanitor
 +
:{{#ask:
 +
[[Category:Stats - Mechanitor]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Pawn - Combat
 +
:{{#ask:
 +
[[Category:Stats - Pawn Combat]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Pawn - Social
 +
:{{#ask:
 +
[[Category:Stats - Pawn Social]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Pawn - Misc
 +
:{{#ask:
 +
[[Category:Stats - Pawn Misc]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Pawn - Work
 +
:{{#ask:
 +
[[Category:Stats - Pawn Work]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Psychic Ritual
 +
:{{#ask:
 +
[[Category:Stats - Psychic Ritual]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
 +
;Containment
 +
:{{#ask:
 +
[[Category:Stats - Containment]]
 +
| format = template
 +
| template = DLC Icons
 +
| link = none
 +
| sep = &#32;&bull;&#32;
 +
| sort by = From DLC, Display Priority In Category, Name
 +
}}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
 +
=== Stats Nav ===
 +
<div class="mw-collapsible-content">
 +
 +
<div class="mw-collapsible">
 +
==== normal ====
 +
<div class="mw-collapsible-content">
 +
{{Nav|stats}}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible">
 +
==== wide ====
 +
<div class="mw-collapsible-content">
 +
{{Nav|stats|wide}}
 +
</div>
 +
</div>
 +
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
 +
== Merged Stat Subpages ==
 +
<div class="mw-collapsible-content">
 +
{| id="Merged Stat Subpages Table" {{STDT|sortable}}
 +
! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category
 +
<!-- BasicsImportant -->
 +
<!-- BasicsPawnImportant -->
 +
<!-- BasicsNonPawnImportant -->
 +
<!-- Basics -->
 +
<!-- BasicsPawn -->
 +
<!-- BasicsNonPawn -->
 +
{{:Stat/Core Basics General}}
 +
{{:Stat/Core Basics Special}}
 +
<!-- AnimalProductivity -->
 +
<!-- Terrain -->
 +
<!-- Meditation -->
 +
<!-- Mechanoid -->
 +
<!-- Apparel -->
 +
{{:Stat/Core Apparel}}
 +
<!-- Implant -->
 +
<!-- Drug -->
 +
<!-- Weapon -->
 +
<!-- Weapon_Ranged -->
 +
{{:Stat/Core Weapons Ranged}}
 +
<!-- Weapon_Melee -->
 +
{{:Stat/Core Weapons Melee}}
 +
<!-- Building -->
 +
{{:Stat/Core Building Special}}
 +
<!-- Ability -->
 +
{{:Stat/Core Abilities}}
 +
<!-- EquippedStatOffsets -->
 +
<!-- StuffStatFactors -->
 +
<!-- StuffStatOffsets -->
 +
<!-- StuffOfEquipmentStatFactors -->
 +
{{:Stat/Core Stuff}}
 +
<!-- Surgery -->
 +
<!-- CapacityEffects -->
 +
<!-- Mechanitor -->
 +
<!-- DrugAddiction -->
 +
<!-- PawnCombat -->
 +
{{:Stat/Core Pawns Combat}}
 +
<!-- PawnSocial -->
 +
{{:Stat/Core Pawns Social}}
 +
<!-- PawnMisc -->
 +
{{:Stat/Core Pawns General}}
 +
<!-- PawnWork -->
 +
{{:Stat/Core Pawns Work General}}
 +
{{:Stat/Core Pawns Work Medical}}
 +
{{:Stat/Core Pawns Work Recipes}}
 +
<!-- Genetics -->
 +
<!-- PsychicRituals -->
 +
<!-- Containment -->
 +
<!-- Serum -->
 +
<!-- Source -->
 +
|}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
 +
== Stat Graphs ==
 +
<div class="mw-collapsible-content">
 +
=== Cooking Speed ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.01)
 +
*** (0, 0.4)
 +
*** (20, 1.6)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Cooking Skill Points|yAxisTitle=Cooking Speed Multiplier|type=line|x=-20, 0, 20|y=0.01, 0.4, 1.6|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Market Value ===
 +
==== Item Hit Points ====
 +
* '''Parts:'''
 +
** '''StatPart_Health:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.0, 0.0)
 +
***** (0.5, 0.1)
 +
***** (0.6, 0.5)
 +
***** (0.9, 1.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hit Point Percentage|yAxisTitle=Sell Price Multiplier|type=line|x=0.0, 0.5, 0.6, 0.9|y=0.0, 0.1, 0.5, 1.0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.5)
 +
***** (13,0.9)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Sell Price Multiplier|type=line|x=3, 13, 18|y=0.5, 0.9, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Surgery Success Chance Factor ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.75)
 +
***** (0.50,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Surgery Success Chance Multiplier|type=line|x=0, 0.50|y=0.75, 1.00|yAxisMin=0.75|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Melee Hit Chance ===
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.05)
 +
*** (-10, 0.10)
 +
*** (0.0, 0.50)
 +
*** (10, 0.80)
 +
*** (20, 0.90)
 +
*** (40, 0.96)
 +
*** (60, 0.98)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=-20, -10, 0.0, 10, 20, 40, 60|y=0.05, 0.10, 0.50, 0.80, 0.90, 0.96, 0.98|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Pawn Age ====
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.05)
 +
***** (12,0.8)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Melee Dodge Chance ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (5, 0)
 +
*** (20, 0.30)
 +
*** (60, 0.50)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Dodge Chance Percentage|type=line|x=5, 20, 60|y=0, 0.30, 0.50|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Shooting Accuracy ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (-20, 0.70)
 +
*** (-10, 0.80)
 +
*** (-6, 0.83)
 +
*** (-4, 0.85)
 +
*** (-2, 0.87)
 +
*** (0, 0.89)
 +
*** (2, 0.93)
 +
*** (4, 0.94)
 +
*** (6, 0.95)
 +
*** (8, 0.96)
 +
*** (10, 0.97)
 +
*** (12, 0.975)
 +
*** (14, 0.98)
 +
*** (16, 0.98333)
 +
*** (18, 0.98666)
 +
*** (20, 0.99)
 +
*** (22, 0.9925)
 +
*** (26, 0.995)
 +
*** (30, 0.9965)
 +
*** (40, 0.998)
 +
*** (60, 0.999)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Shooting Skill Points|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=-20, -10, -6, -4, -2, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 40, 60|y=0.70, 0.80, 0.83, 0.85, 0.87, 0.89, 0.93, 0.94, 0.95, 0.96, 0.97, 0.975, 0.98, 0.98333, 0.98666, 0.99, 0.9925, 0.995, 0.9965, 0.998, 0.999|yAxisMin=0.70|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Aiming Time ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,1.8)
 +
***** (12,1.1)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Move Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Immunity Gain Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0.65,1)
 +
***** (0.8,0.95)
 +
***** (1.0,0.9)
 +
***** (1.2,0.8)
 +
***** (1.5,0.5)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age / Life Expectancy (80 for Humans)|yAxisTitle= Immunity Gain Speed Multiplier|type=line|x=0.65, 0.8, 1.0, 1.2, 1.5|y=1, 0.95, 0.9, 0.8, 0.5|xAxisMin=0.65|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Meat Amount ===
 +
==== Malnutrition ====
 +
* '''Parts:'''
 +
** '''StatPart_Malnutrition:'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0, 1)
 +
***** (1, 0.4)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Post Process Curve ====
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Meat Amount Before Curve|yAxisTitle=Meat Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Leather Amount ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0,0)
 +
*** (5,14)
 +
*** (40,40)
 +
*** (100000,100000)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Leather Amount Before Curve|yAxisTitle=Leather Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Arrest Success Chance ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, 0.05)
 +
***** (13, 0.8)
 +
***** (18, 1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Arrest Success Chance Multiplier|type=line|x=3, 13, 18|y=0.05, 0.8, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Global Work Speed ===
 +
==== Light Level ====
 +
* '''Parts:'''
 +
** '''StatPart_Glow:'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Factor From Glow Curve:'''
 +
**** '''Points:'''
 +
***** (0,0.80)
 +
***** (0.30,1.00)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work 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}}'''
 +
 +
==== Pawn Age ====
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.2)
 +
***** (12,0.8)
 +
***** (18,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Hunting Stealth ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0.0, 0.0)
 +
*** (0.1, 0.5)
 +
*** (0.2, 0.75)
 +
*** (0.5, 0.80)
 +
*** (1.0, 0.90)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Reading Speed ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:''' {{BiotechIcon}}
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3,0.05)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Medical Tend Quality ===
 +
* '''Post Process Curve:'''
 +
** '''Points:'''
 +
*** (0, 0)
 +
*** (1.0, 1.0)
 +
*** (2.0, 1.5)
 +
*** (4.0, 2.0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Medical Tend Quality Before Curve|yAxisTitle=Medical Tend Quality After Curve|type=line|x=0, 1.0, 2.0, 4.0|y=0, 1.0, 1.5, 2.0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Meditation Plant Growth Offset ===
 +
* '''Parts:'''
 +
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
 +
*** Radius: '''34.9'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (0,  0.0)
 +
***** (5,  -0.08)
 +
***** (10, -0.15)
 +
***** (50, -0.3)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Number of Nearby Artificial Buildings|yAxisTitle=Meditation Plant Growth Offset|type=line|x=0, 5, 10, 50|y=0.0, -0.08, -0.15, -0.3|yAxisMin=-0.3|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Slave Suppression Fall Rate ===
 +
* '''Parts:'''
 +
** '''StatPart_Terror'''
 +
** '''StatPart_GearStatOffset:'''
 +
*** Apparel Stat: '''SlaveSuppressionOffset'''
 +
*** Subtract: '''{{Good|true}}'''
 +
** '''StatPart_AgeOffset{{BiotechIcon}}:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (3, -0.5)
 +
***** (13, -0.3)
 +
***** (16, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Shooting Accuracy Multiplier (Child) ===
 +
* '''Parts:'''
 +
** '''StatPart_Age:'''
 +
*** Use Biological Years: '''{{Good|true}}'''
 +
*** Humanlike Only: '''{{Good|true}}'''
 +
*** '''Curve:'''
 +
**** '''Points:'''
 +
***** (4,0.95)
 +
***** (12,0.98)
 +
***** (13,1)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
=== Fertility ===
 +
==== Male ====
 +
* '''Parts:'''
 +
** '''StatPart_FertilityByGenderAge:'''
 +
*** '''Male Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (18, 1)
 +
***** (50, 1)
 +
***** (90, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Male Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|yType=number|x=14, 18, 50, 90|y=0, 1, 1, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
 +
==== Female ====
 +
** '''Female Fertility Age Factor:'''
 +
**** '''Points:'''
 +
***** (14, 0)
 +
***** (20, 1)
 +
***** (28, 1)
 +
***** (35, 0.5)
 +
***** (40, 0.1)
 +
***** (45, 0.02)
 +
***** (50, 0)
 +
{{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}}
 +
</div>
 +
</div>
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
 
== Stat Categories ==
 
== Stat Categories ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| id="Stat categories" {{STDT|sortable}}
+
{| id="Stat Categories" {{STDT|sortable}}
! DefName !! Label !! Display<br />Order !! Display<br />All By<br />Default
+
! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source
 
<!-- Core StatCategories -->
 
<!-- Core StatCategories -->
 
<!--================ General ================-->
 
<!--================ General ================-->
Line 11: Line 1,611:
 
| 10
 
| 10
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 9
 +
| Core - General
 
|-
 
|-
 
| BasicsImportant
 
| BasicsImportant
Line 16: Line 1,618:
 
| 1
 
| 1
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 3
 +
| Core - General
 
|-
 
|-
 
| BasicsPawnImportant
 
| BasicsPawnImportant
Line 21: Line 1,625:
 
| 2
 
| 2
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - General
 
|-
 
|-
 
| BasicsNonPawnImportant
 
| BasicsNonPawnImportant
Line 26: Line 1,632:
 
| 2
 
| 2
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 4
 +
| Core - General
 
|-
 
|-
 
| BasicsPawn
 
| BasicsPawn
Line 31: Line 1,639:
 
| 11
 
| 11
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 38
 +
| Core - General
 
|-
 
|-
 
| BasicsNonPawn
 
| BasicsNonPawn
Line 36: Line 1,646:
 
| 12
 
| 12
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 11
 +
| Core - General
 
|-
 
|-
 
| AnimalProductivity
 
| AnimalProductivity
Line 41: Line 1,653:
 
| 13
 
| 13
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - General
 
|-
 
|-
 
| Source
 
| Source
Line 46: Line 1,660:
 
| 999
 
| 999
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - General
 
<!--================ Non-pawn ================-->
 
<!--================ Non-pawn ================-->
 
|-
 
|-
Line 52: Line 1,668:
 
| 30
 
| 30
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 13
 +
| Core - Non-pawn
 
|-
 
|-
 
| Implant
 
| Implant
Line 57: Line 1,675:
 
| 30
 
| 30
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 
|-
 
|-
 
| Weapon
 
| Weapon
Line 62: Line 1,682:
 
| 40
 
| 40
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 
|-
 
|-
 
| Weapon_Ranged
 
| Weapon_Ranged
Line 67: Line 1,689:
 
| 44
 
| 44
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 6
 +
| Core - Non-pawn
 
|-
 
|-
 
| Weapon_Melee
 
| Weapon_Melee
Line 72: Line 1,696:
 
| 48
 
| 48
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 3
 +
| Core - Non-pawn
 
|-
 
|-
 
| Building
 
| Building
Line 77: Line 1,703:
 
| 50
 
| 50
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 19
 +
| Core - Non-pawn
 
|-
 
|-
 
| Ability
 
| Ability
Line 82: Line 1,710:
 
| 60
 
| 60
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 9
 +
| Core - Non-pawn
 
|-
 
|-
 
| Drug
 
| Drug
Line 87: Line 1,717:
 
| 30
 
| 30
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 
|-
 
|-
 
| DrugAddiction
 
| DrugAddiction
Line 92: Line 1,724:
 
| 110
 
| 110
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Non-pawn
 
|-
 
|-
 
| Terrain
 
| Terrain
Line 97: Line 1,731:
 
| 13
 
| 13
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 2
 +
| Core - Non-pawn
 
<!--=============== Virtual categories ==============-->
 
<!--=============== Virtual categories ==============-->
 
|-
 
|-
Line 103: Line 1,739:
 
| 70
 
| 70
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Virtual category
 
|-
 
|-
 
| StuffStatFactors
 
| StuffStatFactors
Line 108: Line 1,746:
 
| 74
 
| 74
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 8
 +
| Core - Virtual category
 
|-
 
|-
 
| StuffStatOffsets
 
| StuffStatOffsets
Line 113: Line 1,753:
 
| 77
 
| 77
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 
|-
 
|-
 
| StuffOfEquipmentStatFactors
 
| StuffOfEquipmentStatFactors
Line 118: Line 1,760:
 
| 80
 
| 80
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 
|-
 
|-
 
| Surgery
 
| Surgery
Line 123: Line 1,767:
 
| 90
 
| 90
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 
|-
 
|-
 
| CapacityEffects
 
| CapacityEffects
Line 128: Line 1,774:
 
| 100
 
| 100
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 0
 +
| Core - Virtual category
 
<!--================ Pawn ================-->
 
<!--================ Pawn ================-->
 
|-
 
|-
Line 134: Line 1,782:
 
| 110
 
| 110
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 31
 +
| Core - Pawn
 
|-
 
|-
 
| PawnSocial
 
| PawnSocial
Line 139: Line 1,789:
 
| 120
 
| 120
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 13
 +
| Core - Pawn
 
|-
 
|-
 
| PawnMisc
 
| PawnMisc
Line 144: Line 1,796:
 
| 130
 
| 130
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 2
 +
| Core - Pawn
 
|-
 
|-
 
| PawnWork
 
| PawnWork
Line 149: Line 1,803:
 
| 140
 
| 140
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 36
 +
| Core - Pawn
 
<!--================ Misc ================-->
 
<!--================ Misc ================-->
 
|-
 
|-
Line 155: Line 1,811:
 
| 13
 
| 13
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 2
 +
| Core - Misc
 
|-
 
|-
 
| Genetics
 
| Genetics
Line 160: Line 1,818:
 
| 200
 
| 200
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Core - Misc
 
|-
 
|-
 
| Mechanoid
 
| Mechanoid
Line 165: Line 1,825:
 
| 13
 
| 13
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 6
 +
| Core - Misc
 
<!-- Biotech StatCategories -->
 
<!-- Biotech StatCategories -->
 
|-
 
|-
Line 171: Line 1,833:
 
| 105
 
| 105
 
| {{Good|true}}
 
| {{Good|true}}
 +
| 9
 +
| Biotech
 
<!-- Anomaly Stats_PsychicRituals -->
 
<!-- Anomaly Stats_PsychicRituals -->
 
|-
 
|-
Line 177: Line 1,841:
 
| 500
 
| 500
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 2
 +
| Anomaly
 
<!-- Anomaly Stats_Containment -->
 
<!-- Anomaly Stats_Containment -->
 
|-
 
|-
Line 183: Line 1,849:
 
| 600
 
| 600
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 3
 +
| Anomaly
 
<!-- Anomaly Stats_Serum -->
 
<!-- Anomaly Stats_Serum -->
 
|-
 
|-
Line 189: Line 1,857:
 
| 700
 
| 700
 
| {{Bad|false}}
 
| {{Bad|false}}
 +
| 0
 +
| Anomaly
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
  
<div class="mw-collapsible">
+
<div class="mw-collapsible mw-collapsed">
== Stats ==
+
 
<div class="mw-collapsible-content">
+
== Stat Bases ==
{| {{STDT|sortable}}
+
<div class="mw-collapsible-content">
! DefName !! Label<br />''label For Full Stat List'' !! Description !! Category !! Display<br />Priority<br />In<br />Category
+
{| id="Stat Bases" {{STDT|sortable collapsible}}
<!-- Core Stats_Pawns_WorkRecipes -->
+
! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category
<!-- Dumb recipes - not affected by skill because there's no skill component -->
+
|- id="ButcherySpeedBase"
|- id=""
+
! ButcherySpeedBase
| SmeltingSpeed
 
! smelting speed
 
| The speed at which this person smelts things.\n\nSince smelting is dumb labor, smelting speed is not affected by any skill.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.3</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
| 4500
 
<!-- Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed -->
 
|- id=""
 
| GeneralLaborSpeed
 
! general labor speed
 
| 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.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4999
 
<!-- Production recipes - speed affected by skill because there is no output quality -->
 
|- id=""
 
| DrugSynthesisSpeed
 
! drug synthesis speed
 
| How fast this character synthesizes complex chemical drugs.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Supress Disabled Error:''' true
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Intellectual</skill>
 
<baseValue>0.3</baseValue>
 
<bonusPerLevel>0.0875</bonusPerLevel>
 
<required>false</required>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.6</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
| 4511
 
* '''Disable If Skill Disabled:''' Crafting
 
|- id=""
 
| CookSpeed
 
! cooking speed
 
| The speed at which this person cooks meals.
 
| PawnWork
 
* '''Default Base Value:''' 0
 
* '''No Skill Offset:''' 20
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
<postProcessStatFactors>
 
  <li>WorkSpeedGlobal</li>
 
</postProcessStatFactors>
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Cooking</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>1</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityOffsets>
 
  <li>
 
<capacity>Sight</capacity>
 
<scale>4</scale>
 
<max>1.5</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<scale>16</scale>
 
<max>1.5</max>
 
  </li>
 
</capacityOffsets>
 
<postProcessCurve>
 
  <points>
 
<li>(-20, 0.01)</li>
 
<li>(0, 0.4)</li>
 
<li>(20, 1.6)</li>
 
  </points>
 
</postProcessCurve>
 
| 4541
 
|- id=""
 
| FoodPoisonChance
 
! food poison chance
 
''food poison chance (chance to poison a meal)''
 
| The probability that this character will inadvertently poison a meal they cook.\n\nAnyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentTwo
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Cooking</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 1 || 0.050
 
|-
 
| 2 || 0.040
 
|-
 
| 3 || 0.030
 
|-
 
| 4 || 0.020
 
|-
 
| 5 || 0.015
 
|-
 
| 6 || 0.010
 
|-
 
| 7 || 0.005
 
|-
 
| 8 || 0.0025
 
|-
 
| 9 || 0.0015
 
|-
 
| 10 || 0.001
 
|-
 
| 11 || 0.001
 
|-
 
| 12 || 0.001
 
|-
 
| 13 || 0.001
 
|-
 
| 14 || 0.001
 
|-
 
| 15 || 0.001
 
|-
 
| 16 || 0.001
 
|-
 
| 17 || 0.001
 
|-
 
| 18 || 0.001
 
|-
 
| 19 || 0.001
 
|-
 
| 20 || 0.001
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
| 4542
 
|- id=""
 
| DrugCookingSpeed
 
! drug cooking speed
 
| The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
 
 
| PawnWork
 
| PawnWork
* '''Default Base Value:''' 1
+
|
* '''Min Value:''' 0.1
+
* Default Base Value: '''{{%|1}}'''
* '''To String Style:''' PercentZero
+
* Min Value: '''{{%|0.1}}'''
<statFactors>
+
* To String Style: '''PercentZero'''
  <li>WorkSpeedGlobal</li>
+
|
</statFactors>
+
* ''Stat Factors:''
<skillNeedFactors>
+
** '''[[Global Work Speed]]'''
  <li Class="SkillNeed_BaseBonus">
+
* '''Capacity Factors:'''
<skill>Cooking</skill>
+
** Capacity: '''[[Sight]]'''
<baseValue>0.4</baseValue>
+
*** Weight: '''{{%|0.4}}'''
<bonusPerLevel>0.06</bonusPerLevel>
+
*** Max: '''{{%|1}}'''
  </li>
+
** Capacity: '''[[Manipulation]]'''
</skillNeedFactors>
+
*** Weight: '''{{%|1}}'''
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.3</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
* '''Supress Disabled Error:''' true
 
| 4510
 
|- id="Butchery Speed Base" <!-- Abstract="True" Name="ButcherySpeedBase" -->
 
| Butchery Speed Base
 
| Butchery Speed Base
 
| Butchery Speed Base
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.4</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
 
| 4500
 
| 4500
|- id="" <!-- ParentName="ButcherySpeedBase" -->
+
|- id="ButcheryEfficiencyBase"
| ButcheryFleshSpeed
+
! ButcheryEfficiencyBase
! butchery speed
 
| The speed at which this person butchers flesh creatures.
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Cooking</skill>
 
<baseValue>0.4</baseValue>
 
<bonusPerLevel>0.06</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
|- id="" <!-- ParentName="ButcherySpeedBase" -->
 
| ButcheryMechanoidSpeed
 
! mechanoid shredding speed
 
| The speed at which this person can shred a mechanoid for resources.
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Crafting</skill>
 
<baseValue>0.4</baseValue>
 
<bonusPerLevel>0.06</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
|- id="Butchery Efficiency Base" <!-- Abstract="True" Name="ButcheryEfficiencyBase" -->
 
| Butchery Efficiency Base
 
| Butchery Efficiency Base
 
| Butchery Efficiency Base
 
 
| PawnWork
 
| PawnWork
* '''Default Base Value:''' 1
+
|
* '''Min Value:''' 0
+
* Default Base Value: '''{{%|1}}'''
* '''Max Value:''' 1.5
+
* Min Value: '''{{%|0}}'''
* '''To String Style:''' PercentZero
+
* Max Value: '''{{%|1.5}}'''
<capacityFactors>
+
* To String Style: '''PercentZero'''
  <li>
+
|
<capacity>Sight</capacity>
+
* '''Capacity Factors:'''
<weight>0.4</weight>
+
** Capacity: '''[[Sight]]'''
<max>1</max>
+
*** Weight: '''{{%|0.4}}'''
  </li>
+
*** Max: '''{{%|1}}'''
  <li>
+
** Capacity: '''[[Manipulation]]'''
<capacity>Manipulation</capacity>
+
*** Weight: '''{{%|0.9}}'''
<weight>0.9</weight>
 
  </li>
 
</capacityFactors>
 
 
| 4520
 
| 4520
|- id="" <!-- ParentName="ButcheryEfficiencyBase" -->
+
|- id="ArmorRatingBase"
| ButcheryFleshEfficiency
+
! ArmorRatingBase
! butchery efficiency
 
| The amount of meat produced when butchering flesh creatures.\n\nThe actual amount is also related to the creature's size.
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Cooking</skill>
 
<baseValue>0.75</baseValue>
 
<bonusPerLevel>0.025</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" -->
 
| ButcheryMechanoidEfficiency
 
! mechanoid shredding efficiency
 
| The amount of materials yielded when this person shreds a dead mechanoid for resources.\n\nThe actual amount is also related to the mechanoid's size.
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Crafting</skill>
 
<baseValue>0.75</baseValue>
 
<bonusPerLevel>0.025</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<!-- Core Stats_Abilities -->
 
|- id=""
 
| Ability_RequiredPsylink
 
! psylink level
 
| Ability
 
| The minimum psylink level required to use this ability.
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Show If Undefined:''' false
 
| 1005
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
|- id=""
 
| Ability_CastingTime
 
! casting time
 
| Ability
 
| How long it takes to perform this ability.
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Format String:''' {0} s
 
* '''To String Style:''' FloatOne
 
* '''Show If Undefined:''' false
 
| 1004
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
|- id=""
 
| Ability_EntropyGain
 
! neural heat gain
 
| Ability
 
| How much neural heat will be added as a result of performing this ability.
 
* '''Default Base Value:''' 5
 
* '''Min Value:''' 0
 
* '''Show If Undefined:''' false
 
| 1003
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
|- id=""
 
| Ability_PsyfocusCost
 
! psyfocus cost
 
| Ability
 
| How much psyfocus must be spent to perform this ability.
 
* '''Worker Class:''' StatWorker_PsyfocusCost
 
* '''To String Style:''' PercentOne
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show If Undefined:''' false
 
| 1002
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
|- id=""
 
| Ability_Range
 
! range
 
| Ability
 
| The maximum distance to a target of this ability, or to the center of the target location.
 
* '''Default Base Value:''' 25
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Show If Undefined:''' false
 
| 1001
 
|- id=""
 
| Ability_Duration
 
! duration
 
| Ability
 
| How long the effects of this ability last.
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Format String:''' {0} s
 
* '''Show If Undefined:''' false
 
| 999
 
|- id=""
 
| Ability_EffectRadius
 
! effect radius
 
| Ability
 
| The radius of the area of effect of this ability.
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Show If Undefined:''' false
 
| 998
 
|- id=""
 
| Ability_GoodwillImpact
 
! goodwill impact
 
| Ability
 
| How casting this ability on someone will impact relations with their faction.
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Show If Undefined:''' false
 
| 997
 
|- id=""
 
| Ability_DetectChancePerEntropy
 
! detection chance
 
| Ability
 
| The likelihood of this psychic power being detected when it is used.\n\nSome factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show If Undefined:''' false
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentZero
 
| 996
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
<statFactors>
 
  <li>Ability_EntropyGain</li>
 
</statFactors>
 
<!-- Core Stats_Apparel -->
 
|- id=""
 
| StuffEffectMultiplierArmor
 
! Armor - Material effect multiplier
 
| Apparel
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Always Hide:''' true
 
| 1
 
|- id=""
 
| StuffEffectMultiplierInsulation_Cold
 
! Insulation - Cold - Material effect multiplier
 
 
| Apparel
 
| Apparel
* '''Default Base Value:''' 0
+
|
* '''Min Value:''' 0
+
* Default Base Value: '''{{%|0}}'''
* '''Always Hide:''' true
+
* Min Value: '''{{%|0}}'''
| 2
+
* Hide At Value: '''{{%|0}}'''
|- id=""
+
* Max Value: '''{{%|2}}'''
| StuffEffectMultiplierInsulation_Heat
+
* To String Style: '''PercentOne'''
! Insulation - Heat - Material effect multiplier
+
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: '''{{%|0.60}}'''
 +
** Factor Poor: '''{{%|0.80}}'''
 +
** Factor Normal: '''{{%|1.00}}'''
 +
** Factor Good: '''{{%|1.15}}'''
 +
** Factor Excellent: '''{{%|1.30}}'''
 +
** Factor Masterwork: '''{{%|1.45}}'''
 +
** Factor Legendary: '''{{%|1.80}}'''
 +
| -
 +
|- id="InsulationBase"
 +
! InsulationBase
 
| Apparel
 
| Apparel
* '''Default Base Value:''' 0
+
|
* '''Min Value:''' 0
+
* Default Base Value: '''{{%|0}}'''
* '''Always Hide:''' true
+
* Hide At Value: '''{{%|0}}'''
| 3
+
* Min Value: '''{{%|-9999}}'''
|- id="Armor Rating Base" <!-- Name="ArmorRatingBase" Abstract="True" -->
+
* Max Value: '''{{%|9999}}'''
| Armor Rating Base
+
* To String Style: '''TemperatureOffset'''
| Armor Rating Base
+
* Show On Pawns: '''{{Bad|false}}'''
| Armor Rating Base
+
| ''StatParts'':
| Apparel
+
* '''''StatPart_Quality:'''''
* '''Default Base Value:''' 0
+
** Factor Awful: '''{{%|0.8}}'''
* '''Min Value:''' 0
+
** Factor Poor: '''{{%|0.9}}'''
* '''Hide At Value:''' 0
+
** Factor Normal: '''{{%|1}}'''
* '''Max Value:''' 2
+
** Factor Good: '''{{%|1.1}}'''
* '''To String Style:''' PercentOne
+
** Factor Excellent: '''{{%|1.2}}'''
<parts>
+
** Factor Masterwork: '''{{%|1.5}}'''
  <li Class="StatPart_Quality">
+
** Factor Legendary: '''{{%|1.8}}'''
<factorAwful>0.60</factorAwful>
+
** Apply To Negative Values: '''{{Good|true}}'''
<factorPoor>0.80</factorPoor>
+
| -
<factorNormal>1.00</factorNormal>
+
|- id="MarketValueBase"
<factorGood>1.15</factorGood>
+
! MarketValueBase
<factorExcellent>1.30</factorExcellent>
 
<factorMasterwork>1.45</factorMasterwork>
 
<factorLegendary>1.80</factorLegendary>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="ArmorRatingBase" -->
 
| ArmorRating_Sharp
 
! Armor - Sharp
 
''Armor - Sharp (armor stat)''
 
| The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
- If the random number is under half the armor rating, the damage deflects harmlessly.
 
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
Each layer of armor is applied separately, from the outside in.
 
| 100
 
<parts>
 
  <li Class="StatPart_Stuff">
 
<priority>100</priority>
 
<stuffPowerStat>StuffPower_Armor_Sharp</stuffPowerStat>
 
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="ArmorRatingBase" -->
 
| ArmorRating_Blunt
 
! Armor - Blunt
 
''Armor - Blunt (armor stat)''
 
| The protection given against blunt damage like fists, club impacts and rock falls.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
- If the random number is under half the armor rating, the damage deflects harmlessly.
 
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
Each layer of armor is applied separately, from the outside in.
 
| 99
 
<parts>
 
  <li Class="StatPart_Stuff">
 
<priority>100</priority>
 
<stuffPowerStat>StuffPower_Armor_Blunt</stuffPowerStat>
 
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="ArmorRatingBase" -->
 
| ArmorRating_Heat
 
! Armor - Heat
 
''Armor - Heat (armor stat)''
 
| The protection given against temperature-related damage like burns.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
- If the random number is under half the armor rating, the damage deflects harmlessly.
 
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
Each layer of armor is applied separately, from the outside in.
 
| 98
 
<parts>
 
  <li Class="StatPart_Stuff">
 
<priority>100</priority>
 
<stuffPowerStat>StuffPower_Armor_Heat</stuffPowerStat>
 
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
 
  </li>
 
</parts>
 
|- id="Insulation Base" <!-- Name="InsulationBase" Abstract="True" -->
 
| Insulation Base
 
| Insulation Base
 
| Insulation Base
 
| Apparel
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Min Value:''' -9999
 
* '''Max Value:''' 9999
 
* '''To String Style:''' TemperatureOffset
 
* '''Show On Pawns:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.8</factorAwful>
 
<factorPoor>0.9</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.1</factorGood>
 
<factorExcellent>1.2</factorExcellent>
 
<factorMasterwork>1.5</factorMasterwork>
 
<factorLegendary>1.8</factorLegendary>
 
<applyToNegativeValues>true</applyToNegativeValues>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="InsulationBase" -->
 
| Insulation_Cold
 
! Insulation - Cold
 
''Insulation - Cold (armor stat)''
 
| How much this apparel improves a wearer's minimum comfortable temperature.\n\nGreater values allow surviving in colder temperatures.
 
| 90
 
<parts>
 
  <li Class="StatPart_Stuff">
 
<priority>100</priority>
 
<stuffPowerStat>StuffPower_Insulation_Cold</stuffPowerStat>
 
<multiplierStat>StuffEffectMultiplierInsulation_Cold</multiplierStat>
 
  </li>
 
</parts>
 
* '''Cacheable:''' true
 
|- id="" <!-- ParentName="InsulationBase" -->
 
| Insulation_Heat
 
! Insulation - Heat
 
''Insulation - Heat (armor stat)''
 
| How much this apparel improves a wearer's maximum comfortable temperature.\n\nGreater values allow surviving in warmer temperatures.
 
| 89
 
<parts>
 
  <li Class="StatPart_Stuff">
 
<priority>100</priority>
 
<stuffPowerStat>StuffPower_Insulation_Heat</stuffPowerStat>
 
<multiplierStat>StuffEffectMultiplierInsulation_Heat</multiplierStat>
 
  </li>
 
</parts>
 
|- id=""
 
| EnergyShieldEnergyMax
 
! Shield max energy
 
| The maximum energy a shield can have at one time.\n\nMore energy absorbs more damage.
 
| Apparel
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 70
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.6</factorAwful>
 
<factorPoor>0.8</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.2</factorGood>
 
<factorExcellent>1.4</factorExcellent>
 
<factorMasterwork>1.7</factorMasterwork>
 
<factorLegendary>2.1</factorLegendary>
 
  </li>
 
</parts>
 
|- id=""
 
| EnergyShieldRechargeRate
 
! Shield recharge rate
 
| The rate at which a shield gains energy as long as it is not broken.
 
| Apparel
 
* '''Min Value:''' 0
 
* '''Default Base Value:''' 0.45
 
* '''To String Style:''' PercentZero
 
* '''Format String:''' {0}/s
 
* '''Show If Undefined:''' false
 
| 69
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.9</factorAwful>
 
<factorPoor>0.95</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.05</factorGood>
 
<factorExcellent>1.1</factorExcellent>
 
<factorMasterwork>1.2</factorMasterwork>
 
<factorLegendary>1.3</factorLegendary>
 
  </li>
 
</parts>
 
|- id=""
 
| PackRadius
 
! Effect radius
 
| The area affected when this pack detonates.
 
| Apparel
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' false
 
| 60
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.84</factorAwful>
 
<factorPoor>0.92</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.08</factorGood>
 
<factorExcellent>1.16</factorExcellent>
 
<factorMasterwork>1.3</factorMasterwork>
 
<factorLegendary>1.5</factorLegendary>
 
  </li>
 
</parts>
 
|- id=""
 
| EquipDelay
 
! equip delay
 
| The time it takes to equip and unequip this item.
 
| Apparel
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxOne
 
* '''Format String:''' {0} s
 
* '''Show On Pawns:''' false
 
| 50
 
<!-- Core Stats_Basics_General -->
 
|- id=""
 
| MaxHitPoints
 
! max hit points
 
| The maximum hit points of an object.\n\nThis represents how much damage it can take before being destroyed.
 
| BasicsNonPawnImportant
 
* '''Default Base Value:''' 100
 
* '''Min Value:''' 1
 
* '''Round Value:''' true
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 200
 
* '''Show Non Abstract:''' true
 
* '''Scenario Randomizable:''' true
 
* '''Show On Pawns:''' false
 
| 99997
 
|- id=""
 
| Mass
 
! mass
 
| The physical mass of an object.
 
| Basics
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwoOrThree
 
* '''Format String:''' {0} kg
 
* '''Minified Thing Inherits:''' true
 
| 1500
 
* '''Show On Unhaulables:''' false
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
  <li Class="StatPart_NaturalNotMissingBodyPartsCoverage" />
 
  <li Class="StatPart_GearAndInventoryMass" />
 
  <li Class="StatPart_UnfinishedThingIngredientsMass" />
 
  <li Class="StatPart_AddedBodyPartsMass" />
 
</parts>
 
|- id="Market Value Base" <!-- Name="MarketValueBase" Abstract="True" -->
 
| Market Value Base
 
| Market Value Base
 
| Market Value Base
 
* '''Worker Class:''' StatWorker_MarketValue
 
 
| BasicsImportant
 
| BasicsImportant
* '''Min Value:''' 0
+
|
* '''To String Style:''' Money
+
* Worker Class: '''StatWorker_MarketValue'''
* '''Round To Five Over:''' 200
+
* Min Value: '''{{%|0}}'''
 +
* To String Style: '''Money'''
 +
* Round To Five Over: '''200'''
 +
* Minified Thing Inherits: '''{{Good|true}}'''
 +
* Show On Untradeables: '''{{Bad|false}}'''
 +
* Scenario Randomizable: '''{{Good|true}}'''
 +
| ''StatParts'':
 +
* '''''StatPart_Quality:'''''
 +
** Factor Awful: {{Bad|'''{{%|0.5}}'''}}
 +
** Factor Poor: {{Bad|'''{{%|0.75}}'''}}
 +
** Factor Normal: '''{{%|1}}'''
 +
** Factor Good: {{Good|'''{{%|1.25}}'''}}
 +
** Max Gain Good: {{+|'''500'''}}
 +
** Factor Excellent: {{Good|'''{{%|1.5}}'''}}
 +
** Max Gain Excellent: {{+|'''1000'''}}
 +
** Factor Masterwork: {{Good|'''{{%|2.5}}'''}}
 +
** Max Gain Masterwork: {{+|'''2000'''}}
 +
** Factor Legendary: {{Good|'''{{%|5}}'''}}
 +
** Max Gain Legendary: {{+|'''3000'''}}
 +
* '''StatPart_WornByCorpse'''
 +
* '''StatPart_IsCorpseFresh'''
 +
* '''StatPart_WeaponTraitsMarketValueOffset'''
 +
* '''StatPart_Biocoded'''
 +
* '''StatPart_ReloadMarketValue'''
 +
* '''StatPart_Genes{{BiotechIcon}}'''
 
| 2510
 
| 2510
* '''Minified Thing Inherits:''' true
+
|- id="MeditationFocusBase"
* '''Show On Untradeables:''' false
+
! MeditationFocusBase{{RoyaltyIcon}}
* '''Scenario Randomizable:''' true
+
| -
<parts>
+
|
  <li Class="StatPart_Quality">
+
* Format String: '''{0} / day'''
<factorAwful>0.5</factorAwful>
+
* Format String Unfinalized: '''{0} / day'''
<factorPoor>0.75</factorPoor>
+
* To String Style: '''PercentZero'''
<factorNormal>1</factorNormal>
+
* Show If Mods Loaded Any: '''Royalty{{RoyaltyIcon}}'''
<factorGood>1.25</factorGood>
+
| -
<maxGainGood>500</maxGainGood>
+
| -
<factorExcellent>1.5</factorExcellent>
+
|- id="ShootingAccuracyFactorBase"
<maxGainExcellent>1000</maxGainExcellent>
+
! ShootingAccuracyFactorBase
<factorMasterwork>2.5</factorMasterwork>
 
<maxGainMasterwork>2000</maxGainMasterwork>
 
<factorLegendary>5</factorLegendary>
 
<maxGainLegendary>3000</maxGainLegendary>
 
  </li>
 
  <li Class="StatPart_WornByCorpse"/>
 
  <li Class="StatPart_IsCorpseFresh"/>
 
  <li Class="StatPart_WeaponTraitsMarketValueOffset"/>
 
  <li Class="StatPart_Biocoded"/>
 
  <li Class="StatPart_ReloadMarketValue"/>
 
  <li MayRequire="Biotech{{BiotechIcon}}" Class="StatPart_Genes"/>
 
</parts>
 
|- id="" <!-- ParentName="MarketValueBase" -->
 
| MarketValue
 
! market value
 
| The market value of an object.\n\nThe actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
<parts>
 
  <li Class="StatPart_Health">
 
<curve>
 
  <points>
 
<li>(0.0, 0.0)</li>
 
<li>(0.5, 0.1)</li>
 
<li>(0.6, 0.5)</li>
 
<li>(0.9, 1.0)</li>
 
  </points>
 
</curve>
 
  </li>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(3,0.5)</li>
 
<li>(13,0.9)</li>
 
<li>(18,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="MarketValueBase" -->
 
| MarketValueIgnoreHp
 
! market value ignoring hitpoints
 
* '''Always Hide:''' true
 
|- id=""
 
| SellPriceFactor
 
! sell price multiplier
 
| A multiplier on the price at which you can sell items.
 
| BasicsNonPawn
 
* '''Show If Undefined:''' false
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
| 2509
 
* '''Show On Untradeables:''' false
 
|- id=""
 
| RoyalFavorValue
 
! honor value
 
| The amount of honor your trader will earn for giving this to a tribute collector.
 
| BasicsImportant
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxThree
 
* '''Show If Undefined:''' false
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
| 2508
 
|- id=""
 
| Flammability
 
! flammability
 
| How easily an object catches fire and how quickly a fire will grow as it burns.
 
| Basics
 
* '''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:''' true
 
| 3000
 
* '''Minified Thing Inherits:''' true
 
|- id=""
 
| WorkToMake
 
! work to make
 
| The base amount of work it takes to make an item, once all materials are gathered.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' false
 
* '''Scenario Randomizable:''' true
 
| 3100
 
|- id=""
 
| DeteriorationRate
 
! deterioration rate
 
| The rate at which this item deteriorates when left outside, in average hit points per day.\n\nDeterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
| BasicsNonPawn
 
* '''Show If Undefined:''' false
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} / day
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>2</factorAwful>
 
<factorPoor>1.5</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>0.8</factorGood>
 
<factorExcellent>0.6</factorExcellent>
 
<factorMasterwork>0.3</factorMasterwork>
 
<factorLegendary>0.1</factorLegendary>
 
  </li>
 
  <li Class="StatPart_EnvironmentalEffects">
 
<factorOffsetUnroofed>0.5</factorOffsetUnroofed>
 
<factorOffsetOutdoors>0.5</factorOffsetOutdoors>
 
<protectedByEdificeFactor>0</protectedByEdificeFactor>
 
  </li>
 
  <li Class="StatPart_Pollution" MayRequire="Biotech{{BiotechIcon}}">
 
<multiplier>1.5</multiplier>
 
  </li>
 
  <li Class="StatPart_NoxiousHaze" MayRequire="Biotech{{BiotechIcon}}">
 
<multiplier>3</multiplier>
 
  </li>
 
  <li Class="StatPart_ToxicFallout">
 
<multiplier>3</multiplier>
 
  </li>
 
  <li Class="StatPart_NearHarbingerTree" MayRequire="Anomaly{{AnomalyIcon}}">
 
<multiplier>2</multiplier>
 
  </li>
 
  <li Class="StatPart_ShamblerCorpse" MayRequire="Anomaly{{AnomalyIcon}}">
 
<multiplier>5</multiplier>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 2500
 
|- id="" <!-- Name="Beauty" -->
 
| Beauty
 
! beauty
 
| How enjoyable an object is to look at.\n\nBeautiful objects fulfill characters' need for beauty.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' -1000
 
* '''Hide At Value:''' 0
 
* '''Round Value:''' true
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 100
 
* '''Apply Factors If Negative:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>-0.1</factorAwful>
 
<factorPoor>0.5</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>2</factorGood>
 
<factorExcellent>3</factorExcellent>
 
<factorMasterwork>5</factorMasterwork>
 
<factorLegendary>8</factorLegendary>
 
  </li>
 
  <li Class="StatPart_ContentsBeauty" />
 
</parts>
 
| 3000
 
|- id="" <!-- ParentName="Beauty" -->
 
| BeautyOutdoors
 
! outdoor beauty
 
| How enjoyable something is to look at if it's outside.\n\nBeautiful objects fulfill peoples' need for beauty.
 
|- id=""
 
| Cleanliness
 
! cleanliness
 
| How much an object contributes to an area's cleanliness score.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 0
 
* '''Max Value:''' 1000
 
* '''Min Value:''' -1000
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Apply Factors If Negative:''' false
 
| 3000
 
|- id=""
 
| Comfort
 
! comfort
 
| How comfortable an object is to sit or lay on.\n\nUsing comfortable objects fulfills a character's need for comfort.
 
| BasicsNonPawn
 
* '''Show If Undefined:''' false
 
* '''Default Base Value:''' 0
 
* '''Max Value:''' 1000
 
* '''Min Value:''' -1000
 
* '''To String Style:''' FloatTwo
 
* '''Apply Factors If Negative:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.76</factorAwful>
 
<factorPoor>0.88</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.12</factorGood>
 
<factorExcellent>1.24</factorExcellent>
 
<factorMasterwork>1.45</factorMasterwork>
 
<factorLegendary>1.7</factorLegendary>
 
  </li>
 
</parts>
 
| 3000
 
|- id=""
 
| Nutrition
 
! nutrition
 
| How nutritious this food is.
 
| BasicsNonPawnImportant
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show If Undefined:''' false
 
* '''To String Style:''' FloatTwo
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
  <li Class="StatPart_NaturalNotMissingBodyPartsCoverage" />
 
  <li Class="StatPart_PlantGrowthNutritionFactor" />
 
  <li Class="StatPart_IsFlesh" />
 
  <li Class="StatPart_IsCorpseFresh" />
 
</parts>
 
| 3000
 
|- id=""
 
| FoodPoisonChanceFixedHuman
 
! food poison chance
 
''food poison chance (food stat)''
 
| The chance this food will cause food poisoning.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_MaxChanceIfRotting" />
 
</parts>
 
| 4000
 
|- id=""
 
| ShootingAccuracyTurret
 
! shooting accuracy
 
''shooting accuracy (turrets)''
 
| Base chance to not miss per cell of shot distance.\n\nChance 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.
 
| BasicsNonPawn
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Default Base Value:''' 0.96
 
* '''To String Style:''' PercentOne
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Show If Undefined:''' false
 
| 4000
 
<!-- Core Stats_Basics_Special -->
 
|- id=""
 
| MedicalPotency
 
! medical potency
 
| How effective this is when used to tend wounds and diseases, or do surgery.\n\nHigher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.\nMedical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
 
| BasicsNonPawnImportant
 
* '''Default Base Value:''' 0.0
 
* '''Min Value:''' 0.2
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4000
 
|- id=""
 
| MedicalQualityMax
 
! medical tend quality maximum
 
| The maximum quality of medical tending that can be achieved while using this.\n\nBetter tend quality allows skilled doctors to treat wounds better, as well as more reliably.
 
| BasicsNonPawnImportant
 
* '''Default Base Value:''' 1.0
 
* '''Min Value:''' 0.0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4010
 
|- id=""
 
| ConstructionSpeedFactor
 
! construction speed
 
''construction speed (material factor)''
 
| The speed at which buildings made of this are constructed is multiplied by this value.\n\nSome materials, like stone, are slow to build from, while others, like wood, are fast.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' 1
 
| 2500
 
|- id="Meditation Focus Base" <!-- Abstract="True" Name="MeditationFocusBase" -->
 
| Meditation Focus Base
 
| Meditation Focus Base
 
| Meditation Focus Base
 
* '''Format String:''' {0} / day
 
* '''Format String Unfinalized:''' {0} / day
 
* '''To String Style:''' PercentZero
 
* '''Show If Mods Loaded Any:''' <li>Royalty{{RoyaltyIcon}}</li>
 
|- id="" <!-- ParentName="MeditationFocusBase" -->
 
| MeditationFocusStrength
 
! meditation psyfocus bonus
 
| The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.\n\nFor some objects, this number can change depending on the surroundings and the person doing the meditating.
 
* '''Worker Class:''' StatWorker_PossibleCompOffsets
 
| Meditation
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0.0
 
* '''Show If Undefined:''' false
 
* '''Show Zero Base Value:''' true
 
| 4010
 
|- id=""
 
| PsychicSensitivityOffset
 
! psychic sensitivity offset
 
| An offset applied to the user's psychic sensitivity.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
| 3500
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.5</factorAwful>
 
<factorPoor>0.66</factorPoor>
 
<factorNormal>0.83</factorNormal>
 
<factorGood>1.0</factorGood>
 
<factorExcellent>1.16</factorExcellent>
 
<factorMasterwork>1.32</factorMasterwork>
 
<factorLegendary>1.5</factorLegendary>
 
<applyToNegativeValues>true</applyToNegativeValues>
 
  </li>
 
</parts>
 
* '''Cacheable:''' true
 
|- id=""
 
| PsychicSensitivityFactor
 
! psychic sensitivity factor
 
| A factor applied to the user's psychic sensitivity.
 
| Basics
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
| 3500
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
|- id="" <!-- MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}" -->
 
| PsychicEntropyMaxOffset
 
! neural heat limit offset
 
| An offset applied to the user's neural heat limit.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' false
 
| 3525
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
* '''Show If Mods Loaded:'''
 
  <li>Royalty{{RoyaltyIcon}}</li>
 
 
 
* '''Show If Mods Loaded Any:'''  
 
  <li>Royalty{{RoyaltyIcon}}</li>
 
  <li>Biotech{{BiotechIcon}}</li>
 
 
 
|- id="" <!-- MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}" -->
 
| PsychicEntropyRecoveryRateOffset
 
! neural heat recovery rate offset
 
| An offset applied to the user's neural heat recovery rate.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Format String:''' {0}/s
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' false
 
| 3550
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
* '''Show If Mods Loaded Any:'''
 
  <li>Royalty{{RoyaltyIcon}}</li>
 
  <li>Biotech{{BiotechIcon}}</li>
 
 
 
|- id=""
 
| FilthMultiplier
 
! filth multiplier
 
| How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
 
| Terrain
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Show On Pawns:''' false
 
* '''To String Style:''' PercentZero
 
|- id=""
 
| CleaningTimeFactor
 
! cleaning time multiplier
 
| A multiplier on how long it takes to clean filth from this surface.
 
| Terrain
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.001
 
* '''Show On Pawns:''' false
 
* '''To String Style:''' PercentZero
 
<!-- Core Stats_Building_Special -->
 
|- id=""
 
| WorkToBuild
 
! work to build
 
| The base amount of work it takes to build a structure, once all materials are gathered.\n\nThe work required to deconstruct the structure is also based on this.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' false
 
* '''Scenario Randomizable:''' true
 
| 3101
 
|- id=""
 
| DoorOpenSpeed
 
! door opening speed
 
| The speed at which the door opens when unpowered.\n\nSlow doors will slow down everyone who uses them.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.2
 
* '''To String Style:''' PercentZero
 
| 3102
 
|- id=""
 
| BedRestEffectiveness
 
! rest effectiveness
 
| How fast people sleeping on this gain rest.
 
| Building
 
* '''Default Base Value:''' 0.0
 
* '''Min Value:''' 0.4
 
* '''Value If Missing:''' 0.8
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.86</factorAwful>
 
<factorPoor>0.92</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.08</factorGood>
 
<factorExcellent>1.14</factorExcellent>
 
<factorMasterwork>1.25</factorMasterwork>
 
<factorLegendary>1.6</factorLegendary>
 
  </li>
 
</parts>
 
| 4000
 
|- id=""
 
| TrapMeleeDamage
 
* '''Worker Class:''' StatWorker_MeleeDamageAmountTrap
 
! trap melee damage
 
| How much damage this trap does on average per hit. Each trap hits multiple times.\n\nThe actual damage in any instance will vary randomly.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 1
 
* '''To String Style:''' Integer
 
* '''Show If Undefined:''' false
 
| 5001
 
|- id=""
 
| TrapSpringChance
 
! trap spring chance
 
| The likelihood that the trap will spring when an unaware creature passes over it.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 5000
 
|- id=""
 
| ResearchSpeedFactor
 
! research speed factor
 
| The speed at which people do research is multiplied by this value.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.25
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Outdoors">
 
<factorIndoors>1.00</factorIndoors>
 
<factorOutdoors>0.75</factorOutdoors>
 
  </li>
 
  <li Class="StatPart_WorkTableTemperature" />
 
  <li Class="StatPart_RoomStat">
 
<roomStat>ResearchSpeedFactor</roomStat>
 
<customLabel>Room cleanliness</customLabel>
 
  </li>
 
  <li Class="StatPart_RoomStat">
 
<roomStat>ReadingBonus</roomStat>
 
<customLabel>Reading bonus</customLabel>
 
  </li>
 
</parts>
 
| 1000
 
|- id=""
 
| MedicalTendQualityOffset
 
! medical tend quality offset
 
| Medical tend quality is offset by this value.
 
| Building
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' 0
 
| 2000
 
|- id=""
 
| ImmunityGainSpeedFactor
 
! immunity gain speed factor
 
| Immunity gain speed is multiplied by this value.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.5
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' 1
 
| 4000
 
|- id=""
 
| PowerPlantMaxPowerOuput
 
* '''Worker Class:''' StatWorker_MaxPowerOutput
 
! max power output
 
| The maximum power that this generator can output in ideal conditions.
 
| Building
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Show On Non Power Plants:''' false
 
| 1000
 
|- id=""
 
| WorkTableWorkSpeedFactor
 
! work speed factor
 
| Work speed is multiplied by this value.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' false
 
<parts>
 
  <li Class="StatPart_WorkTableUnpowered" />
 
  <li Class="StatPart_WorkTableTemperature" />
 
  <li Class="StatPart_WorkTableOutdoors" />
 
</parts>
 
| 3000
 
|- id=""
 
| WorkTableEfficiencyFactor
 
! work efficiency factor
 
| Work efficiency is multiplied by this value.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' false
 
* '''Hide At Value:''' 1
 
| 3000
 
|- id=""
 
| JoyGainFactor
 
! recreation power
 
| How effectively this item entertains people and fulfills the need for recreation.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.3
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.76</factorAwful>
 
<factorPoor>0.88</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.12</factorGood>
 
<factorExcellent>1.24</factorExcellent>
 
<factorMasterwork>1.4</factorMasterwork>
 
<factorLegendary>1.8</factorLegendary>
 
  </li>
 
</parts>
 
| 4010
 
|- id=""
 
| SurgerySuccessChanceFactor
 
! surgery success chance factor
 
| A multiplier to the chance that a surgery will succeed when performed here.\n\nSurgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
 
* '''Worker Class:''' StatWorker_SurgerySuccessChanceFactor
 
| Building
 
* '''Default Base Value:''' 1.00
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_RoomStat">
 
<roomStat>SurgerySuccessChanceCleanlinessFactor</roomStat>
 
<customLabel>Room cleanliness</customLabel>
 
  </li>
 
  <li Class="StatPart_Glow">
 
<factorFromGlowCurve>
 
  <points>
 
<li>(0,0.75)</li>
 
<li>(0.50,1.00)</li>
 
  </points>
 
</factorFromGlowCurve>
 
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
 
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
 
  </li>
 
  <li Class="StatPart_Outdoors">
 
<factorIndoors>1</factorIndoors>
 
<factorOutdoors>0.85</factorOutdoors>
 
  </li>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.90</factorAwful>
 
<factorPoor>0.95</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.05</factorGood>
 
<factorExcellent>1.1</factorExcellent>
 
<factorMasterwork>1.15</factorMasterwork>
 
<factorLegendary>1.3</factorLegendary>
 
  </li>
 
</parts>
 
| 4100
 
<!-- This is only used to communicate information in the special stats page -->
 
|- id=""
 
| RoomReadingBonus
 
! reading bonus
 
| Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
 
* '''Worker Class:''' StatWorker_RoomReadingBonus
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 1
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_RoomStat">
 
<roomStat>ReadingBonus</roomStat>
 
<customLabel>Reading bonus</customLabel>
 
  </li>
 
</parts>
 
| 4200
 
<!-- Core Stats_Pawns_Combat -->
 
<!-- ================================== Melee =======================================-->
 
|- id=""
 
| MeleeDPS
 
* '''Worker Class:''' StatWorker_MeleeDPS
 
! melee DPS
 
| Average damage per second in melee combat.\n\nThis stat ignores target defenses like dodging and armor.
 
| PawnCombat
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' true
 
| 5100
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
|- id=""
 
| MeleeDamageFactor
 
! melee damage factor
 
| A multiplier on the amount of melee damage inflicted by this person.
 
| PawnCombat
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.0001
 
| 5200
 
<parts>
 
  <li MayRequire="Anomaly{{AnomalyIcon}}" Class="StatPart_ShamblerCrawling">
 
<factor>0.75</factor>
 
  </li>
 
</parts>
 
|- id=""
 
| MeleeCooldownFactor
 
! melee cooldown
 
| A multiplier on the time this creature takes to recover after making a melee attack.
 
| PawnCombat
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.05
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 5201
 
|- id=""
 
| MeleeArmorPenetration
 
* '''Worker Class:''' StatWorker_MeleeArmorPenetration
 
! melee armor penetration
 
| Average armor penetration of all attacks in melee combat.\n\nThis stat includes currently used weapon.
 
| PawnCombat
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''For Information Only:''' true
 
| 4100
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
|- id=""
 
| MeleeHitChance
 
! melee hit chance
 
| Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit.
 
| PawnCombat
 
* '''Never Disabled:''' true
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show On Pawns:''' false
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' false
 
* '''No Skill Offset:''' 4
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Melee</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>1</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityOffsets>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<scale>12</scale>
 
<max>1.5</max>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<scale>12</scale>
 
<max>1.5</max>
 
  </li>
 
</capacityOffsets>
 
<postProcessCurve>
 
  <points>
 
<li>(-20, 0.05)</li>
 
<li>(-10, 0.10)</li>
 
<li>(0.0, 0.50)</li>
 
<li>(10, 0.80)</li>
 
<li>(20, 0.90)</li>
 
<li>(40, 0.96)</li>
 
<li>(60, 0.98)</li>
 
  </points>
 
</postProcessCurve>
 
<parts>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(4,0.05)</li>
 
<li>(12,0.8)</li>
 
<li>(13,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
| 4100
 
|- id=""
 
| MeleeDodgeChance
 
! melee dodge chance
 
| Chance to dodge a melee attack that would've otherwise hit.\n\nCharacters will not dodge while aiming or firing a ranged weapon.
 
| PawnCombat
 
* '''Never Disabled:''' true
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''No Skill Offset:''' 0
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Melee</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>1</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityOffsets>
 
  <li>
 
<capacity>Moving</capacity>
 
<scale>18</scale>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<scale>8</scale>
 
<max>1.4</max>
 
  </li>
 
</capacityOffsets>
 
<postProcessCurve>
 
  <points>
 
<li>(5, 0)</li>
 
<li>(20, 0.30)</li>
 
<li>(60, 0.50)</li>
 
  </points>
 
</postProcessCurve>
 
| 4100
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
<!-- ================================== Shooting =======================================-->
 
|- id=""
 
| RangedCooldownFactor
 
! ranged cooldown multiplier
 
| A multiplier on the cooldown between bursts when using a ranged weapon.
 
| PawnCombat
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''Hide At Value:''' 1
 
| 1205
 
|- id=""
 
| ShootingAccuracyPawn
 
! shooting accuracy
 
''shooting accuracy (people)''
 
| Base chance to not miss per cell of shot distance.\n\nChance to hit is also affected by many other factors.\n\nA hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
| PawnCombat
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Show On Animals:''' false
 
* '''Show On Entities:''' false
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentOne
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' false
 
* '''No Skill Offset:''' 8
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Shooting</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>1</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityOffsets>
 
  <li>
 
<capacity>Sight</capacity>
 
<scale>12</scale>
 
<max>2</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<scale>8</scale>
 
<max>1</max>
 
  </li>
 
</capacityOffsets>
 
<postProcessCurve>
 
  <points>
 
<li>(-20, 0.70)</li>
 
<li>(-10, 0.80)</li>
 
<li>(-6, 0.83)</li>
 
<li>(-4, 0.85)</li>
 
<li>(-2, 0.87)</li>
 
<li>(0, 0.89)</li>
 
<li>(2, 0.93)</li>
 
<li>(4, 0.94)</li>
 
<li>(6, 0.95)</li>
 
<li>(8, 0.96)</li>
 
<li>(10, 0.97)</li>
 
<li>(12, 0.975)</li>
 
<li>(14, 0.98)</li>
 
<li>(16, 0.98333)</li>
 
<li>(18, 0.98666)</li>
 
<li>(20, 0.99)</li>
 
<li>(22, 0.9925)</li>
 
<li>(26, 0.995)</li>
 
<li>(30, 0.9965)</li>
 
<li>(40, 0.998)</li>
 
<li>(60, 0.999)</li>
 
  </points>
 
</postProcessCurve>
 
<postProcessStatFactors>
 
  <li MayRequire="Biotech{{BiotechIcon}}">ShootingAccuracyChildFactor</li>
 
</postProcessStatFactors>
 
| 4050
 
|- id="Shooting Accuracy Factor Base" <!-- Name="ShootingAccuracyFactorBase" Abstract="True" -->
 
| Shooting Accuracy Factor Base
 
| Shooting Accuracy Factor Base
 
| Shooting Accuracy Factor Base
 
| PawnCombat
 
* '''Min Value:''' 0.01
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" -->
 
| ShootingAccuracyFactor_Touch
 
! accuracy factor (close)
 
| A multiplier on accuracy at a distance of 3 cells or less.
 
| 4049
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" -->
 
| ShootingAccuracyFactor_Short
 
! accuracy factor (short)
 
| A multiplier on accuracy at a distance of 12 cells.
 
| 4048
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" -->
 
| ShootingAccuracyFactor_Medium
 
! accuracy factor (medium)
 
| A multiplier on accuracy at a distance of 25 cells.
 
| 4047
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" -->
 
| ShootingAccuracyFactor_Long
 
! accuracy factor (long)
 
| A multiplier on accuracy at a distance of 40 cells or more.
 
| 4046
 
|- id=""
 
| AimingDelayFactor
 
! aiming time
 
| How long it takes to shoot after choosing a target.
 
| PawnCombat
 
| 4040
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Entities:''' false
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
<parts>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(4,1.8)</li>
 
<li>(12,1.1)</li>
 
<li>(13,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
|- id=""
 
| MortarMissRadiusFactor
 
! Mortar miss radius multiplier
 
''Mortar miss radius multiplier''
 
| A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
 
| PawnCombat
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' false
 
* '''No Skill Offset:''' 0
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Shooting</skill>
 
<baseValue>0.2</baseValue>
 
<bonusPerLevel>-0.025</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityOffsets>
 
  <li>
 
<capacity>Sight</capacity>
 
<max>1</max>
 
<scale>-1</scale>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<scale>-0.5</scale>
 
  </li>
 
</capacityOffsets>
 
| 4060
 
<!-- ================================== Misc =======================================-->
 
|- id=""
 
| PawnTrapSpringChance
 
! trap spring chance
 
| Chance to spring a trap the character is unaware of.
 
 
| PawnCombat
 
| PawnCombat
* '''Default Base Value:''' 1
+
|
* '''Min Value:''' 0
+
* Min Value: '''{{%|0.01}}'''
* '''Hide At Value:''' 1
+
* Default Base Value: '''{{%|1}}'''
* '''To String Style:''' PercentZero
+
* Hide At Value: '''{{%|1}}'''
* '''Show If Undefined:''' false
+
* To String Style: '''PercentZero'''
| 4047
+
* Show On Animals: '''{{Bad|false}}'''
|- id=""
+
* Show Developmental Stage Filter: '''Child, Adult'''
| IncomingDamageFactor
+
| -
! incoming damage multiplier
+
| -
| A multiplier on all incoming damage.
+
|- id="MechStatBase"
| PawnCombat
+
! MechStatBase{{BiotechIcon}}
* '''Default Base Value:''' 1
+
* '''May Require Any Of:'''
* '''Min Value:''' 0
+
** Biotech{{BiotechIcon}}
* '''Hide At Value:''' 1
+
** Anomaly{{AnomalyIcon}}
* '''To String Style:''' PercentZero
 
| 4048
 
|- id=""
 
| StaggerDurationFactor
 
! stagger time multiplier
 
| A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
 
| PawnCombat
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 1
 
| 1200
 
<!-- Core Stats_Pawns_General -->
 
|- id=""
 
| MoveSpeed
 
! move speed
 
| Speed of movement in cells per second.
 
| BasicsPawn
 
* '''Default Base Value:''' 3.0
 
* '''Min Value:''' 0.15
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} c/s
 
<capacityFactors>
 
  <li>
 
<capacity>Moving</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
<parts>
 
  <li Class="StatPart_Glow">
 
<humanlikeOnly>true</humanlikeOnly>
 
<factorFromGlowCurve>
 
  <points>
 
<li>(0,0.80)</li>
 
<li>(0.30,1.00)</li>
 
  </points>
 
</factorFromGlowCurve>
 
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
 
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
 
  </li>
 
  <li MayRequire="Anomaly{{AnomalyIcon}}" Class="StatPart_RevenantSpeed" />
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 2500
 
|- id=""
 
| CrawlSpeed
 
! crawl speed
 
| Speed of crawling in cells per second.
 
| BasicsPawn
 
* '''Default Base Value:''' 0.6
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
* '''Format String:''' {0} c/s
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
| 2499
 
|- id=""
 
| MentalBreakThreshold
 
! mental break threshold
 
| As long as someone's mood is below this level, they are in danger of having a mental break.\n\nThe severity of the mental break will depend on how far below the threshold they are.
 
| BasicsPawn
 
* '''Default Base Value:''' 0.35
 
* '''Min Value:''' 0.01
 
* '''Max Value:''' 0.50
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
| 2000
 
* '''Scenario Randomizable:''' true
 
|- id=""
 
| PsychicSensitivity
 
! psychic sensitivity
 
| More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
 
| BasicsPawn
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Min Value:''' 0
 
| 3500
 
* '''Scenario Randomizable:''' true
 
<parts>
 
  <li Class="StatPart_GearStatOffset">
 
<apparelStat>PsychicSensitivityOffset</apparelStat>
 
<includeWeapon>true</includeWeapon>
 
  </li>
 
  <li Class="StatPart_GearStatFactor">
 
<apparelStat>PsychicSensitivityFactor</apparelStat>
 
<includeWeapon>true</includeWeapon>
 
  </li>
 
  <li Class="StatPart_SightPsychicSensitivityOffset" />
 
  <li Class="StatPart_BlindPsychicSensitivityOffset" MayRequire="Ideology{{IdeologyIcon}}" />
 
</parts>
 
* '''Cacheable:''' true
 
|- id=""
 
| ToxicResistance
 
! toxic resistance
 
| How well this creature resists toxic buildup.
 
| BasicsPawn
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
| 3451
 
|- id=""
 
| GlobalLearningFactor
 
! global learning factor
 
| A multiplier on the learning rate for all skills.
 
| BasicsPawn
 
* '''Default Base Value:''' 1.0
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0
 
| 3500
 
* '''Scenario Randomizable:''' true
 
|- id="" <!-- Hidden stat only used by facilities to control hunger rate of sleeping pawns -->
 
| BedHungerRateFactor
 
! bed hunger rate multiplier
 
* '''Always Hide:''' true
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1.0
 
|- id=""
 
| RestRateMultiplier
 
! rest rate multiplier
 
| A multiplier on how quickly a creature rests while sleeping.
 
| BasicsPawn
 
* '''Default Base Value:''' 1.0
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.05
 
| 2501
 
* '''Scenario Randomizable:''' true
 
* '''Show On Mechanoids:''' false
 
<capacityFactors>
 
  <li>
 
<capacity>BloodPumping</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Metabolism</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Breathing</capacity>
 
<weight>0.3</weight>
 
  </li>
 
</capacityFactors>
 
|- id=""
 
| EatingSpeed
 
! eating speed
 
| A multiplier on eating speed.
 
| BasicsPawn
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.15
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
<capacityFactors>
 
  <li>
 
<capacity>Eating</capacity>
 
<weight>0.95</weight>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
  </li>
 
</capacityFactors>
 
| 1000
 
|- id=""
 
| ComfyTemperatureMin
 
! min comfortable temperature
 
| Below this temperature, characters will be unhappy.\n\nSignificantly below this temperature, they will develop hypothermia and frostbite and eventually die.
 
| BasicsPawn
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' -2000
 
* '''Max Value:''' 2000
 
<parts>
 
  <li Class="StatPart_GearStatOffset">
 
<apparelStat>Insulation_Cold</apparelStat>
 
<subtract>true</subtract>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 2010
 
* '''Cacheable:''' true
 
|- id=""
 
| ComfyTemperatureMax
 
! max comfortable temperature
 
| Above this temperature, characters will be unhappy.\n\nSignificantly above this temperature, they will develop heatstroke and eventually die.
 
| BasicsPawn
 
* '''Default Base Value:''' 40
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' -2000
 
* '''Max Value:''' 2000
 
<parts>
 
  <li Class="StatPart_GearStatOffset">
 
<apparelStat>Insulation_Heat</apparelStat>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 2010
 
* '''Cacheable:''' true
 
|- id=""
 
| ImmunityGainSpeed
 
! immunity gain speed
 
| The speed at which this character gains immunity to diseases.\n\nIf this is too slow, the character will die from a disease before developing immunity.
 
| BasicsPawn
 
* '''Show On Entities:''' false
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
<capacityFactors>
 
  <li>
 
<capacity>BloodFiltration</capacity>
 
<weight>0.5</weight>
 
  </li>
 
</capacityFactors>
 
<parts>
 
  <li Class="StatPart_Food">
 
<factorUrgentlyHungry>0.9</factorUrgentlyHungry>
 
<factorStarving>0.7</factorStarving>
 
  </li>
 
  <li Class="StatPart_Rest">
 
<factorTired>0.96</factorTired>
 
<factorVeryTired>0.92</factorVeryTired>
 
<factorExhausted>0.8</factorExhausted>
 
  </li>
 
  <li Class="StatPart_BedStat">
 
<stat>ImmunityGainSpeedFactor</stat>
 
  </li>
 
  <li Class="StatPart_Resting">
 
<factor>1.1</factor>
 
  </li>
 
  <li Class="StatPart_Age">
 
<curve>
 
  <points>
 
<li>(0.65,1)</li>
 
<li>(0.8,0.95)</li>
 
<li>(1.0,0.9)</li>
 
<li>(1.2,0.8)</li>
 
<li>(1.5,0.5)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 2000
 
* '''Show On Mechanoids:''' false
 
|- id=""
 
| InjuryHealingFactor
 
! injury healing factor
 
| The multiplier applied to a person's injury healing rate.
 
| BasicsPawn
 
* '''Default Base Value:''' 1.0
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' 0
 
| 2201
 
* '''Hide At Value:''' 1
 
<parts>
 
  <li MayRequire="Biotech{{BiotechIcon}}" Class="StatPart_Deathresting">
 
<factor>5</factor>
 
  </li>
 
</parts>
 
|- id=""
 
| CarryingCapacity
 
! carrying capacity
 
| The amount of stuff this creature can carry in its hands, mouth, or other manipulators.\n\nThis is separate from the ability to carry cargo on long cross-world trips.
 
| BasicsPawn
 
* '''Show On Entities:''' false
 
* '''Default Base Value:''' 75
 
* '''Min Value:''' 1
 
* '''To String Style:''' Integer
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
</parts>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1.0</weight>
 
  </li>
 
</capacityFactors>
 
| 2203
 
|- id=""
 
| MeatAmount
 
! meat amount
 
| The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
 
| BasicsPawn
 
* '''Default Base Value:''' 140
 
* '''Worker Class:''' StatWorker_MeatAmount
 
* '''Min Value:''' 0
 
* '''Show On Mechanoids:''' false
 
* '''To String Style:''' Integer
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
  <li Class="StatPart_NaturalNotMissingBodyPartsCoverage" />
 
  <li Class="StatPart_NotCarefullySlaughtered">
 
<factor>0.66</factor>
 
  </li>
 
  <li Class="StatPart_Difficulty_ButcherYield"/>
 
  <li Class="StatPart_Malnutrition">
 
<curve>
 
  <points>
 
<li>
 
  <loc>
 
<x>0</x>                 
 
<y>1</y>
 
  </loc>
 
</li>             
 
<li>
 
  <loc>
 
<x>1</x>                 
 
<y>0.4</y>
 
  </loc>
 
</li>             
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
<postProcessCurve>
 
  <points>
 
<li>(0,0)</li>
 
<li>(5,14)</li>
 
<li>(40,40)</li>
 
<li>(100000,100000)</li>
 
  </points>
 
</postProcessCurve>
 
| 3552
 
|- id=""
 
| LeatherAmount
 
! leather amount
 
| The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
 
| BasicsPawn
 
* '''Default Base Value:''' 0
 
* '''Worker Class:''' StatWorker_LeatherAmount
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Hide At Value:''' 0
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
  <li Class="StatPart_NaturalNotMissingBodyPartsCoverage" />
 
  <li Class="StatPart_NotCarefullySlaughtered">
 
<factor>0.66</factor>
 
  </li>
 
</parts>
 
<postProcessCurve>
 
  <points>
 
<li>(0,0)</li>
 
<li>(5,14)</li>
 
<li>(40,40)</li>
 
<li>(100000,100000)</li>
 
  </points>
 
</postProcessCurve>
 
| 3551
 
|- id=""
 
| MinimumHandlingSkill
 
* '''Worker Class:''' StatWorker_MinimumHandlingSkill
 
! minimum handling skill
 
| This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
 
| BasicsPawn
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Round Value:''' true
 
* '''To String Style:''' Integer
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
* '''Show On Non Wild Man Humanlikes:''' false
 
<parts>
 
  <li Class="StatPart_WildManOffset">
 
<offset>7</offset>
 
  </li>
 
</parts>
 
| 1500
 
|- id=""
 
| PainShockThreshold
 
! pain shock threshold
 
| The pain level at which this creature is downed from pain.
 
| BasicsPawn
 
* '''Min Value:''' 0.01
 
* '''Max Value:''' 0.99
 
* '''Default Base Value:''' 0.8
 
* '''To String Style:''' PercentZero
 
* '''Show On Mechanoids:''' false
 
| 2000
 
|- id=""
 
| ForagedNutritionPerDay
 
! foraged food amount
 
| The amount of nutrition this person will automatically forage per day while traveling by caravan.
 
| BasicsPawn
 
* '''Min Value:''' 0
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Plants</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>0.09</bonusPerLevel>
 
  </li>
 
</skillNeedOffsets>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.5</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.9</weight>
 
  </li>
 
</capacityFactors>
 
| 1000
 
|- id=""
 
| FilthRate
 
! filth rate
 
| How much filth this creature produces.\n\nIt's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
 
| BasicsPawn
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
| 2205
 
|- id=""
 
| AnimalsLearningFactor
 
! animals learning factor
 
| A multiplier on the learning rate for animals skill.
 
| BasicsPawn
 
* '''Default Base Value:''' 1.0
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0
 
| 3500
 
* '''Scenario Randomizable:''' true
 
|- id=""
 
| CaravanRidingSpeedFactor
 
! caravan riding speed
 
| The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
 
* '''Worker Class:''' StatWorker_CaravanRidingSpeedFactor
 
| BasicsPawn
 
* '''Show If Undefined:''' false
 
* '''Default Base Value:''' 1.0
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' 1
 
| 2203
 
|- id=""
 
| MaxNutrition
 
! max nutrition
 
| The amount of nutrition needed to completely fill this creature's stomach.
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.01
 
| BasicsPawn
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
| 2501
 
<parts>
 
  <li Class="StatPart_BodySize" />
 
  <li Class="StatPart_LifeStageMaxFood" />
 
</parts>
 
* '''Cacheable:''' true
 
|- id=""
 
| LifespanFactor
 
! lifespan factor
 
| Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
| 2000
 
|- id="" <!-- ParentName="MeditationFocusBase" MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}" -->
 
| MeditationFocusGain
 
! meditation psyfocus gain
 
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
 
| BasicsPawn
 
* '''Default Base Value:''' 0.5
 
* '''Min Value:''' 0
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
| 4010
 
* '''Show If Mods Loaded Any:'''  
 
  <li>Biotech{{BiotechIcon}}</li>
 
 
 
|- id="" <!-- MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}" -->
 
| PsychicEntropyMax
 
! neural heat limit
 
| The maximum amount of neural heat individual can tolerate safely.
 
| BasicsPawn
 
* '''Default Base Value:''' 30
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
* '''Show If Hediffs Present:''' <li>PsychicAmplifier</li>
 
* '''Show If Mods Loaded Any:'''
 
  <li>Royalty{{RoyaltyIcon}}</li>
 
  <li>Biotech{{BiotechIcon}}</li>
 
 
 
| 3500
 
* '''Scenario Randomizable:''' true
 
<statFactors>
 
  <li>PsychicSensitivity</li>
 
</statFactors>
 
<parts>
 
  <li Class="StatPart_GearStatOffset" MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}">
 
<apparelStat>PsychicEntropyMaxOffset</apparelStat>
 
<includeWeapon>true</includeWeapon>
 
  </li>
 
</parts>
 
|- id="" <!-- MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}" -->
 
| PsychicEntropyRecoveryRate
 
! neural heat recovery rate
 
| The rate at which this person reduces neural heat.
 
| BasicsPawn
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Default Base Value:''' 0.54
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0}/s
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
* '''Show If Hediffs Present:''' <li>PsychicAmplifier</li>
 
* '''Show If Mods Loaded Any:'''
 
  <li>Royalty{{RoyaltyIcon}}</li>
 
  <li>Biotech{{BiotechIcon}}</li>
 
 
 
| 4000
 
<parts>
 
  <li Class="StatPart_Pain">
 
<factor>3</factor>
 
  </li>
 
  <li Class="StatPart_GearStatOffset" MayRequireAnyOf="Royalty{{RoyaltyIcon}},Biotech{{BiotechIcon}}">
 
<apparelStat>PsychicEntropyRecoveryRateOffset</apparelStat>
 
<includeWeapon>true</includeWeapon>
 
  </li>
 
</parts>
 
|- id=""
 
| ToxicEnvironmentResistance
 
! toxic environment resistance
 
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1
 
| 3450
 
|- id=""
 
| RestFallRateFactor
 
! sleep fall rate
 
| A multiplier on the speed that a person's sleep need falls.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.0001
 
* '''Show On Animals:''' false
 
|- id="Mech Stat Base" <!-- Name="MechStatBase" Abstract="True" MayRequireAnyOf="Biotech{{BiotechIcon}},Anomaly{{AnomalyIcon}}" -->
 
| Mech Stat Base
 
| Mech Stat Base
 
| Mech Stat Base
 
* '''Show On Animals:''' false
 
* '''Show On Humanlikes:''' false
 
* '''Show On Mechanoids:''' true
 
 
| Mechanoid
 
| Mechanoid
|- id="" <!-- ParentName="MechStatBase" MayRequireAnyOf="Biotech{{BiotechIcon}},Anomaly{{AnomalyIcon}}" -->
+
|
| EMPResistance
+
* Show On Animals: '''{{Bad|false}}'''
! EMP resistance
+
* Show On Humanlikes: '''{{Bad|false}}'''
| This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
+
* Show On Mechanoids: '''{{Good|true}}'''
* '''Default Base Value:''' 0
+
| -
* '''Min Value:''' 0
+
| -
* '''To String Style:''' PercentZero
+
|- id="IntellectualSkillBase"
| 2030
+
! IntellectualSkillBase
* '''Show If Undefined:''' false
 
|- id=""
 
| JoyFallRateFactor
 
! recreation fall rate
 
| A multiplier on the speed that a person's recreation need falls.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.0001
 
* '''Show On Animals:''' false
 
<!-- Core Stats_Pawns_Social -->
 
|- id=""
 
| NegotiationAbility
 
! negotiation ability
 
| How effective this person is as a negotiator.\n\nThis affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.4
 
* '''To String Style:''' PercentTwo
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0.4</baseValue>
 
<bonusPerLevel>0.075</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 2600
 
|- id=""
 
| PawnBeauty
 
! beauty
 
| How physically attractive this person is. This affects social interactions.
 
| PawnSocial
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatOne
 
| 2000
 
|- id=""
 
| ArrestSuccessChance
 
! Arrest success chance
 
| How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.6
 
* '''Max Value:''' 1
 
* '''Value If Missing:''' 0.4
 
* '''To String Style:''' PercentTwo
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0.6</baseValue>
 
<bonusPerLevel>0.075</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 2000
 
<parts>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(3, 0.05)</li>
 
<li>(13, 0.8)</li>
 
<li>(18, 1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
|- id=""
 
| TradePriceImprovement
 
! trade price improvement
 
| When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 0.395
 
* '''Display Max When Above Or Equal:''' true
 
* '''To String Style:''' PercentTwo
 
| 2599
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>0.015</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
<parts>
 
  <li Class="StatPart_PlayerFactionLeader">
 
<offset>0.02</offset>
 
  </li>
 
</parts>
 
|- id=""
 
| DrugSellPriceImprovement
 
! drug sell price improvement
 
| When this person sells non-medical drugs, prices are improved by this percentage.
 
| PawnSocial
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' Social
 
| 2560
 
|- id=""
 
| SocialImpact
 
! social impact
 
| A multiplier on how much other people are affected by this person's social interactions.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.2
 
* '''To String Style:''' PercentTwo
 
| 2000
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0.82</baseValue>
 
<bonusPerLevel>0.0275</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
* '''Never Disabled:''' true
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.3</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
<!--============ Animal ============-->
 
|- id=""
 
| TameAnimalChance
 
! tame animal chance
 
| The base chance this person will successfully tame an animal on any given attempt.\n\nThe actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' PercentTwo
 
| 1901
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Animals</skill>
 
<baseValue>0.04</baseValue>
 
<bonusPerLevel>0.03</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.3</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.5</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
|- id=""
 
| TrainAnimalChance
 
! train animal chance
 
| The base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
 
| PawnSocial
 
* '''Default Base Value:''' 1.0
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' PercentTwo
 
| 1900
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Animals</skill>
 
<baseValue>0.10</baseValue>
 
<bonusPerLevel>0.05</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.7</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.3</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.5</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
|- id=""
 
| BondAnimalChanceFactor
 
! bond chance factor
 
| A multiplier on the chance to bond with an animal when interacting with it.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentTwo
 
| 1890
 
<!-- Core Stats_Pawns_WorkGeneral -->
 
|- id=""
 
| WorkSpeedGlobal
 
! global work speed
 
| A multiplier on a character's speed at doing any kind of work.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.3
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_Glow">
 
<humanlikeOnly>true</humanlikeOnly>
 
<factorFromGlowCurve>
 
  <points>
 
<li>(0,0.80)</li>
 
<li>(0.30,1.00)</li>
 
  </points>
 
</factorFromGlowCurve>
 
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
 
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
 
  </li>
 
  <li Class="StatPart_Slave" MayRequire="Ideology{{IdeologyIcon}}">
 
<factor>0.85</factor>
 
  </li>
 
  <li Class="StatPart_OverseerStatOffset" MayRequire="Biotech{{BiotechIcon}}">
 
<stat>WorkSpeedGlobalOffsetMech</stat>
 
! Offset from mechanitor
 
  </li>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(4,0.2)</li>
 
<li>(12,0.8)</li>
 
<li>(18,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
| 5000
 
* '''Show On Player Mechanoids:''' true
 
|- id=""
 
| MiningSpeed
 
! mining speed
 
| A speed at which this person mines away walls.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Mining</skill>
 
<baseValue>0.04</baseValue>
 
<bonusPerLevel>0.12</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4900
 
|- id=""
 
| DeepDrillingSpeed
 
! deep drilling speed
 
| A speed at which this person uses a deep drill to extract underground resources.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Mining</skill>
 
<baseValue>0.04</baseValue>
 
<bonusPerLevel>0.12</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4901
 
|- id=""
 
| MiningYield
 
! mining yield
 
| The percentage of mined resources a miner will produce.\n\nThis applies to both wall mining and deep drill mining.\nThis doesn't affect the production rate of rock chunks from deep drills.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1.25
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Mining</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.6
 
|-
 
| 1 || 0.7
 
|-
 
| 2 || 0.8
 
|-
 
| 3 || 0.85
 
|-
 
| 4 || 0.9
 
|-
 
| 5 || 0.925
 
|-
 
| 6 || 0.95
 
|-
 
| 7 || 0.975
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.12
 
|-
 
| 20 || 1.13
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4902
 
|- id=""
 
| SmoothingSpeed
 
! smoothing speed
 
| A multiplier on the speed at which this person smooths rough stone floors and walls.
 
 
| PawnWork
 
| PawnWork
* '''Default Base Value:''' 1
+
|
* '''Min Value:''' 0.1
+
* Default Base Value: '''{{%|1}}'''
* '''To String Style:''' PercentZero
+
* To String Style: '''PercentZero'''
<statFactors>
+
* Scenario Randomizable: '''{{Good|true}}'''
  <li>WorkSpeedGlobal</li>
+
|
</statFactors>
+
* Stat Factors:
<skillNeedFactors>
+
** '''[[Global Work Speed]]'''
  <li Class="SkillNeed_BaseBonus">
+
* Skill Need Factors:
<skill>Construction</skill>
+
** '''SkillNeed_BaseBonus:'''
<baseValue>0.3</baseValue>
+
*** Skill: '''[[Intellectual]]'''
<bonusPerLevel>0.0875</bonusPerLevel>
+
*** Base Value: '''{{%|0.08}}'''
  </li>
+
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
</skillNeedFactors>
+
----
<capacityFactors>
+
* '''Capacity Factors:'''
  <li>
+
** Capacity: '''[[Manipulation]]'''
<capacity>Manipulation</capacity>
+
*** Weight: '''{{%|0.5}}'''
<weight>1</weight>
+
*** Max: '''{{%|1.1}}'''
  </li>
+
** Capacity: '''[[Sight]]'''
  <li>
+
*** Weight: '''{{%|0.5}}'''
<capacity>Sight</capacity>
+
*** Max: '''{{%|1.1}}'''
<weight>0.3</weight>
+
| -
<max>1</max>
+
|- id="AccuracyBase"
  </li>
+
! AccuracyBase
</capacityFactors>
 
| 4500
 
|- id="Intellectual Skill Base" <!-- Abstract="True" Name="IntellectualSkillBase" -->
 
| Intellectual Skill Base
 
| Intellectual Skill Base
 
| Intellectual Skill Base
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
| PawnWork
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Intellectual</skill>
 
<baseValue>0.08</baseValue>
 
<bonusPerLevel>0.115</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.5</weight>
 
<max>1.1</max>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1.1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
|- id="" <!-- ParentName="IntellectualSkillBase" -->
 
| ResearchSpeed
 
! research speed
 
| How fast this person performs research and how quickly they can find things using scanning equipment.
 
* '''Min Value:''' 0.1
 
| 4500
 
|- id=""
 
| AnimalGatherSpeed
 
! animal gather speed
 
| The speed at which this person milks, shears, and otherwise gathers resources from animals.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Animals</skill>
 
<baseValue>0.04</baseValue>
 
<bonusPerLevel>0.12</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4501
 
|- id=""
 
| AnimalGatherYield
 
! animal gather yield
 
| The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.\n\nHigher percentages reduce the chance of wasting the product.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Animals</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.6
 
|-
 
| 1 || 0.7
 
|-
 
| 2 || 0.75
 
|-
 
| 3 || 0.8
 
|-
 
| 4 || 0.85
 
|-
 
| 5 || 0.90
 
|-
 
| 6 || 0.95
 
|-
 
| 7 || 0.975
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.12
 
|-
 
| 20 || 1.13
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4502
 
|- id=""
 
| PlantWorkSpeed
 
! plant work speed
 
| The speed at which this person sows and harvests plants.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Plants</skill>
 
<baseValue>0.08</baseValue>
 
<bonusPerLevel>0.115</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.3</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4550
 
<showOnPawnKind>
 
  <li MayRequire="Biotech{{BiotechIcon}}">Mech_Agrihand</li>
 
</showOnPawnKind>   
 
|- id=""
 
| PlantHarvestYield
 
! plant harvest yield
 
| The yield this person gets when harvesting plants.\n\nLow yields give a chance that this person will accidentally waste the harvest.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1.5
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Plants</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.6
 
|-
 
| 1 || 0.7
 
|-
 
| 2 || 0.75
 
|-
 
| 3 || 0.8
 
|-
 
| 4 || 0.85
 
|-
 
| 5 || 0.90
 
|-
 
| 6 || 0.95
 
|-
 
| 7 || 0.975
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.12
 
|-
 
| 20 || 1.13
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4551
 
|- id=""
 
| DrugHarvestYield
 
! drug crop harvest yield
 
| The yield this person gets when harvesting drug crops.\n\nLow yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1.5
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true
 
<statFactors>
 
  <li>PlantHarvestYield</li>
 
</statFactors>
 
* '''Scenario Randomizable:''' true
 
| 4552
 
|- id=""
 
| HuntingStealth
 
! hunting stealth
 
| This stat reduces the chance of hunted animals attacking the hunter.\n\nA 0% score means no reduction.\nA 100% score means animals never attack.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Shooting</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>0.05</bonusPerLevel>
 
  </li>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Animals</skill>
 
<baseValue>0</baseValue>
 
<bonusPerLevel>0.05</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Moving</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
<postProcessCurve>
 
  <points>
 
<li>(0.0, 0.0)</li>
 
<li>(0.1, 0.5)</li>
 
<li>(0.2, 0.75)</li>
 
<li>(0.5, 0.80)</li>
 
<li>(1.0, 0.90)</li>
 
  </points>
 
</postProcessCurve>
 
| 4500
 
|- id=""
 
| ConstructionSpeed
 
! construction speed
 
| The speed at which this person constructs and repairs buildings.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Construction</skill>
 
<baseValue>0.3</baseValue>
 
<bonusPerLevel>0.0875</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4602
 
<showOnPawnKind>
 
  <li MayRequire="Biotech{{BiotechIcon}}">Mech_Constructoid</li>
 
</showOnPawnKind>   
 
|- id=""
 
| ConstructSuccessChance
 
! construct success chance
 
| The chance that this person will succeed in constructing something.\nFailing means wasting time and resources.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Construction</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.75
 
|-
 
| 1 || 0.80
 
|-
 
| 2 || 0.85
 
|-
 
| 3 || 0.875
 
|-
 
| 4 || 0.90
 
|-
 
| 5 || 0.925
 
|-
 
| 6 || 0.95
 
|-
 
| 7 || 0.975
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.12
 
|-
 
| 20 || 1.13
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4601
 
|- id=""
 
| FixBrokenDownBuildingSuccessChance
 
! repair success chance
 
| The chance that this person will successfully repair a broken down building using a component.\n\nFailing means wasting time and resources.\nNote that this only applies to repairing breakdowns, which is different from repairing damage.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Construction</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.75
 
|-
 
| 1 || 0.80
 
|-
 
| 2 || 0.85
 
|-
 
| 3 || 0.875
 
|-
 
| 4 || 0.90
 
|-
 
| 5 || 0.925
 
|-
 
| 6 || 0.95
 
|-
 
| 7 || 0.975
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.12
 
|-
 
| 20 || 1.13
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.3</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.2</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 4600
 
|- id=""
 
| CleaningSpeed
 
! cleaning speed multiplier
 
| A multiplier on how fast this cleans up filth from the ground.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Show On Player Mechanoids:''' true
 
* '''To String Style:''' PercentZero
 
| 2500
 
<showOnPawnKind>
 
  <li MayRequire="Biotech{{BiotechIcon}}">Mech_Cleansweeper</li>
 
</showOnPawnKind> 
 
|- id=""
 
| ReadingSpeed
 
! reading speed
 
| A multiplier on how fast this person can read.
 
| PawnWork
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Default Base Value:''' 0.8
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Intellectual</skill>
 
<baseValue>1</baseValue>
 
<required>false</required>
 
<bonusPerLevel>0.02</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Consciousness</capacity>
 
<weight>1</weight>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>1</weight>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
<parts>
 
  <li Class="StatPart_Age" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(3,0.05)</li>
 
<li>(13,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
| 4600
 
<!-- Core Stats_Pawns_WorkMedical -->
 
|- id=""
 
| MedicalTendSpeed
 
! medical tend speed
 
| Speed at which the character tends to wounds and illnesses.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true <!-- NPCs incapable of doctoring can self-tend -->
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Medicine</skill>
 
<baseValue>0.4</baseValue>
 
<bonusPerLevel>0.06</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.8</weight>
 
<max>1.3</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4650
 
|- id=""
 
| MedicalTendQuality
 
! medical tend quality
 
| The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' true <!-- NPCs incapable of doctoring can self-tend -->
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Medicine</skill>
 
<baseValue>0.20</baseValue>
 
<bonusPerLevel>0.10</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.7</weight>
 
<max>1.4</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
<max>1.4</max>
 
  </li>
 
</capacityFactors>
 
<postProcessCurve>
 
  <points>
 
<li>(0, 0)</li>
 
<li>(1.0, 1.0)</li>
 
<li>(2.0, 1.5)</li>
 
<li>(4.0, 2.0)</li>
 
  </points>
 
</postProcessCurve>
 
| 4651
 
|- id=""
 
| MedicalOperationSpeed
 
! medical operation speed
 
| The speed at which the character performs medical operations.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Medicine</skill>
 
<baseValue>0.4</baseValue>
 
<bonusPerLevel>0.06</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.7</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
| 4652
 
|- id=""
 
| MedicalSurgerySuccessChance
 
! medical surgery success chance
 
| The base chance that a character will succeed when performing a medical operation.\n\nThe actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.\n\nNo matter how high this stat is, there is always a small chance of failure on any operation.
 
| PawnWork
 
* '''Default Base Value:''' 1.00
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Medicine</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.10
 
|-
 
| 1 || 0.20
 
|-
 
| 2 || 0.30
 
|-
 
| 3 || 0.40
 
|-
 
| 4 || 0.50
 
|-
 
| 5 || 0.60
 
|-
 
| 6 || 0.70
 
|-
 
| 7 || 0.75
 
|-
 
| 8 || 0.80
 
|-
 
| 9 || 0.85
 
|-
 
| 10 || 0.90
 
|-
 
| 11 || 0.92
 
|-
 
| 12 || 0.94
 
|-
 
| 13 || 0.96
 
|-
 
| 14 || 0.98
 
|-
 
| 15 || 1.00
 
|-
 
| 16 || 1.02
 
|-
 
| 17 || 1.04
 
|-
 
| 18 || 1.06
 
|-
 
| 19 || 1.08
 
|-
 
| 20 || 1.10
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.4</weight>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>1</weight>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4653
 
<!-- Core Stats_Stuff -->
 
|- id=""
 
| StuffPower_Armor_Sharp
 
! Armor - Sharp
 
''Armor - Sharp (material factor)''
 
| Armor against sharp damage like bullets, knife stabs, and animal bites.
 
| StuffStatFactors
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4510
 
|- id=""
 
| StuffPower_Armor_Blunt
 
! Armor - Blunt
 
''Armor - Blunt (material factor)''
 
| Armor against blunt damage like club impacts, rock falls, and explosions.
 
| StuffStatFactors
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4509
 
|- id=""
 
| StuffPower_Armor_Heat
 
! Armor - Heat
 
''Armor - Heat (material factor)''
 
| Armor against temperature-related damage like burns.
 
| StuffStatFactors
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4508
 
|- id=""
 
| StuffPower_Insulation_Cold
 
! Insulation - Cold
 
''Insulation - Cold (material factor)''
 
| How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
 
| StuffStatFactors
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' TemperatureOffset
 
| 4507
 
|- id=""
 
| StuffPower_Insulation_Heat
 
! Insulation - Heat
 
''Insulation - Heat (material factor)''
 
| How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
 
| StuffStatFactors
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' TemperatureOffset
 
| 4506
 
<!-- Core Stats_Weapons_Melee -->
 
|- id=""
 
| MeleeWeapon_AverageDPS
 
* '''Worker Class:''' StatWorker_MeleeAverageDPS
 
! melee damage per second
 
| Average damage dealt per second in melee combat, if all attacks hit.
 
| Weapon_Melee
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' true
 
| 5010
 
|- id=""
 
| MeleeWeapon_AverageArmorPenetration
 
* '''Worker Class:''' StatWorker_MeleeAverageArmorPenetration
 
! melee armor penetration
 
| Average armor penetration in melee combat.
 
| Weapon_Melee
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
| 5009
 
* '''For Information Only:''' true
 
|- id=""
 
| MeleeWeapon_DamageMultiplier
 
! melee damage multiplier
 
| A damage multiplier applied to melee combat.
 
| Weapon_Melee
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 5008
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.8</factorAwful>
 
<factorPoor>0.9</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.1</factorGood>
 
<factorExcellent>1.2</factorExcellent>
 
<factorMasterwork>1.45</factorMasterwork>
 
<factorLegendary>1.65</factorLegendary>
 
  </li>
 
</parts>
 
* '''Scenario Randomizable:''' true
 
<!-- Damage multipliers should be stats on stuffs only-->
 
|- id=""
 
| MeleeWeapon_CooldownMultiplier
 
! melee cooldown
 
| A multiplier on attack delay for weapons made of this material.
 
| StuffStatFactors
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.05
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4504
 
|- id=""
 
| SharpDamageMultiplier
 
! sharp damage
 
| A multiplier on damage from sharp-type attacks for weapons made of this material.
 
| StuffStatFactors
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.05
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4505
 
|- id=""
 
| BluntDamageMultiplier
 
! blunt damage
 
| A multiplier on damage from blunt-type attacks for weapons made of this material.
 
| StuffStatFactors
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.05
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4506
 
<!-- Core Stats_Weapons_Ranged -->
 
|- id="Accuracy Base" <!-- Abstract="True" Name="AccuracyBase" -->
 
| Accuracy Base
 
| Accuracy Base
 
| Accuracy Base
 
| Weapon_Ranged
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''Max Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.8</factorAwful>
 
<factorPoor>0.9</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.1</factorGood>
 
<factorExcellent>1.2</factorExcellent>
 
<factorMasterwork>1.35</factorMasterwork>
 
<factorLegendary>1.5</factorLegendary>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="AccuracyBase" -->
 
| AccuracyTouch
 
! Accuracy (close)
 
| The weapon's accuracy at a distance of 3 cells or less.\n\nAn actual shot's chance to hit will also be affected by other factors.
 
| 5110
 
|- id="" <!-- ParentName="AccuracyBase" -->
 
| AccuracyShort
 
! Accuracy (short)
 
| The weapon's accuracy at a distance of 12 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.
 
| 5109
 
|- id="" <!-- ParentName="AccuracyBase" -->
 
| AccuracyMedium
 
! Accuracy (medium)
 
| The weapon's accuracy at a distance of 25 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.
 
| 5108
 
|- id="" <!-- ParentName="AccuracyBase" -->
 
| AccuracyLong
 
! Accuracy (long)
 
| The weapon's accuracy at a distance of 40 cells or more.\n\nAn actual shot's chance to hit will also be affected by other factors.
 
| 5107
 
|- id=""
 
| RangedWeapon_Cooldown
 
! ranged cooldown
 
| How long it takes to recover after firing this weapon.
 
| Weapon_Ranged
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} s
 
* '''Show If Undefined:''' false
 
| 5106
 
* '''Scenario Randomizable:''' true
 
|- id=""
 
| RangedWeapon_DamageMultiplier
 
! damage multiplier
 
| A damage multiplier applied to projectiles fired from this weapon.
 
 
| Weapon_Ranged
 
| Weapon_Ranged
* '''Default Base Value:''' 1
+
|
* '''Min Value:''' 0
+
* Default Base Value: '''{{%|1}}'''
* '''To String Style:''' PercentZero
+
* Min Value: '''{{%|0.01}}'''
* '''Show If Undefined:''' false
+
* Max Value: '''{{%|1}}'''
| 5105
+
* To String Style: '''PercentZero'''
<parts>
+
* Show If Undefined: '''{{Bad|false}}'''
  <li Class="StatPart_Quality">
+
| ''StatParts'':
<factorAwful>0.9</factorAwful>
+
* '''''StatPart_Quality:'''''
<factorPoor>1</factorPoor>
+
** Factor Awful: '''{{%|0.8}}'''
<factorNormal>1</factorNormal>
+
** Factor Poor: '''{{%|0.9}}'''
<factorGood>1</factorGood>
+
** Factor Normal: '''{{%|1}}'''
<factorExcellent>1</factorExcellent>
+
** Factor Good: '''{{%|1.1}}'''
<factorMasterwork>1.25</factorMasterwork>
+
** Factor Excellent: '''{{%|1.2}}'''
<factorLegendary>1.5</factorLegendary>
+
** Factor Masterwork: '''{{%|1.35}}'''
  </li>
+
** Factor Legendary: '''{{%|1.5}}'''
</parts>
+
| -
* '''Scenario Randomizable:''' true
 
<!-- Royalty Stats_Apparel -->
 
|- id=""
 
| JumpRange
 
! Jump range
 
| The maximum jump distance.
 
| Apparel
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' false
 
| 60
 
<parts>
 
  <li Class="StatPart_Quality">
 
<factorAwful>0.75</factorAwful>
 
<factorPoor>0.9</factorPoor>
 
<factorNormal>1</factorNormal>
 
<factorGood>1.06</factorGood>
 
<factorExcellent>1.13</factorExcellent>
 
<factorMasterwork>1.19</factorMasterwork>
 
<factorLegendary>1.25</factorLegendary>
 
  </li>
 
</parts>
 
<!-- Royalty Stats_Basics_Special -->
 
|- id=""
 
| MeditationPlantGrowthOffset
 
! meditation plant growth offset
 
| An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.
 
| Meditation
 
* '''Default Base Value:''' 0
 
* '''Show If Undefined:''' false
 
* '''Show Zero Base Value:''' false
 
* '''Show On Default Value:''' false
 
| 4000
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_ArtificialBuildingsNearbyOffset">
 
<radius>34.9</radius>
 
<curve>
 
  <points>
 
<li>(0,  0.0)</li>
 
<li>(5,  -0.08)</li>
 
<li>(10, -0.15)</li>
 
<li>(50, -0.3)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
<!-- Royalty Stats_Pawns_General -->
 
|- id=""
 
| PsychicEntropyGain
 
! neural heat gain
 
| A multiplier on neural heat gained from any source.
 
| BasicsPawn
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 1
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show If Mods Loaded:''' <li>Royalty{{RoyaltyIcon}}</li>
 
| 4000
 
<!-- Ideology Stats_Basics_Special -->
 
|- id=""
 
| SlaveSuppressionOffset
 
! slave suppression offset
 
| An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
| 3600
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
|- id=""
 
| TerrorSource
 
! terror
 
| The intensity of terror this object induces when viewed.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}%
 
* '''Show On Pawns:''' false
 
| 3600
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Quality_Offset">
 
<offsetAwful>3</offsetAwful>
 
<offsetPoor>6</offsetPoor>
 
<offsetNormal>10</offsetNormal>
 
<offsetGood>15</offsetGood>
 
<offsetExcellent>20</offsetExcellent>
 
<offsetMasterwork>30</offsetMasterwork>
 
<offsetLegendary>40</offsetLegendary>
 
<thingDefs>
 
  <li>SculptureTerror</li>
 
</thingDefs>
 
  </li>
 
  <li Class="StatPart_CorpseCasket">
 
<offsetOccupied>25</offsetOccupied>
 
<thingDefs>
 
  <li>GibbetCage</li>
 
</thingDefs>
 
  </li>
 
</parts>
 
<!-- Ideology Stats_Buildings_Special -->
 
|- id=""
 
| BiosculpterPodSpeedFactor
 
! biosculpter pod speed factor
 
| A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Show If Undefined:''' false
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
<parts>
 
  <li Class="StatPart_RoomStat">
 
<roomStat>BiosculpterPodSpeedFactor</roomStat>
 
<customLabel>Room cleanliness</customLabel>
 
  </li>
 
</parts>
 
| 4100
 
<!-- Ideology Stats_Misc -->
 
|- id=""
 
| StyleDominance
 
! style dominance
 
| How much this object contributes to overall style dominance in an area.
 
| BasicsNonPawn
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxThree
 
* '''Hide At Value:''' 0
 
* '''Hide In Classic Mode:''' true
 
| 6000
 
<parts>
 
  <li Class="StatPart_HasRelic">
 
<offset>40</offset>
 
  </li>
 
</parts>
 
<!-- Ideology Stats_Pawns_General -->
 
|- id=""
 
| Terror
 
* '''Worker Class:''' StatWorker_Terror
 
! terror
 
| The intensity of terror this person is experiencing.
 
| BasicsPawn
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Max Value:''' 100
 
* '''To String Style:''' PercentZero
 
* '''Show On Pawns:''' false
 
| 3600
 
* '''Show If Undefined:''' false
 
<!-- Ideology Stats_Pawns_Ideo -->
 
|- id=""
 
| ConversionPower
 
! conversion power
 
| How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.4
 
* '''To String Style:''' PercentTwo
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0.3</baseValue>
 
<bonusPerLevel>0.0875</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<parts>
 
  <li Class="StatPart_RoleConversionPower" />
 
</parts>
 
<capacityFactors>
 
  <li>
 
<capacity>Talking</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.05</allowedDefect>
 
<max>1</max>
 
  </li>
 
  <li>
 
<capacity>Hearing</capacity>
 
<weight>0.9</weight>
 
<allowedDefect>0.20</allowedDefect>
 
<max>1</max>
 
  </li>
 
</capacityFactors>
 
| 1901
 
|- id=""
 
| CertaintyLossFactor
 
! global certainty loss factor
 
| A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
 
| BasicsPawn
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Scenario Randomizable:''' true
 
| 1900
 
|- id=""
 
| SocialIdeoSpreadFrequencyFactor
 
! ideoligion spread chance
 
| A multiplier on the chance that this person will try to convert other people to their own ideoligion.
 
| BasicsPawn
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Scenario Randomizable:''' true
 
| 1899
 
 
<!-- Darkness combat -->
 
<!-- Darkness combat -->
|- id="Darkness Combat" <!-- Name="DarknessCombat" Abstract="True" -->
+
|- id="DarknessCombat"
| Darkness Combat
+
! DarknessCombat{{IdeologyIcon}}
| Darkness Combat
 
| Darkness Combat
 
 
| PawnCombat
 
| PawnCombat
* '''Default Base Value:''' 0
+
|
* '''To String Style:''' PercentZero
+
* Default Base Value: '''{{%|0}}'''
* '''Show On Animals:''' false
+
* To String Style: '''PercentZero'''
* '''Always Hide:''' true
+
* Show On Animals: '''{{Bad|false}}'''
<!-- Darkness combat - shooting accuracy -->
+
* Always Hide: '''{{Good|true}}'''
|- id="" <!-- ParentName="DarknessCombat" -->
+
| -
| ShootingAccuracyOutdoorsDarkOffset
+
| -
! shooting accuracy outdoors dark
 
| An offset on shooting accuracy if the target is outdoors at night.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| ShootingAccuracyOutdoorsLitOffset
 
! shooting accuracy outdoors lit
 
| An offset on shooting accuracy if the target is outdoors during the day.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| ShootingAccuracyIndoorsDarkOffset
 
! shooting accuracy indoors dark
 
| An offset on shooting accuracy if the target is indoors in the dark.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| ShootingAccuracyIndoorsLitOffset
 
! shooting accuracy indoors lit
 
| An offset on shooting accuracy if the target is indoors and lit.
 
<!-- Darkness combat - melee hit chance -->
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeHitChanceOutdoorsDarkOffset
 
! melee hit chance outdoors dark
 
| An offset on melee hit chance if the target is outdoors at night.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeHitChanceOutdoorsLitOffset
 
! melee hit chance outdoors lit
 
| An offset on melee hit chance if the target is outdoors during the day.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeHitChanceIndoorsDarkOffset
 
! melee hit chance indoors dark
 
| An offset on melee hit chance if the target is indoors in the dark.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeHitChanceIndoorsLitOffset
 
! melee hit chance indoors lit
 
| An offset on melee hit chance if the target is indoors and lit.
 
<!-- Darkness combat - melee dodge chance -->
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeDodgeChanceOutdoorsDarkOffset
 
! melee dodge chance outdoors night
 
| An offset on melee dodge chance if the target is outdoors at night.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeDodgeChanceOutdoorsLitOffset
 
! melee dodge chance outdoors day
 
| An offset on melee dodge chance if the target is outdoors during the day.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeDodgeChanceIndoorsDarkOffset
 
! melee dodge chance indoors dark
 
| An offset on melee dodge chance if the target is indoors in the dark.
 
|- id="" <!-- ParentName="DarknessCombat" -->
 
| MeleeDodgeChanceIndoorsLitOffset
 
! melee dodge chance indoors lit
 
| An offset on melee dodge chance if the target is indoors and lit.
 
|- id=""
 
| BiosculpterOccupantSpeed
 
! biosculpter occupant speed
 
| A multiplier on how quickly this person will complete a biosculpter pod cycle.
 
| PawnMisc
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Scenario Randomizable:''' true
 
| 1900
 
<parts>
 
  <li Class="StatPart_BiosculptingSpeedFactor" />
 
</parts>
 
<!-- Ideology Stats_Pawns_Social -->
 
|- id=""
 
| SlaveSuppressionFallRate
 
* '''Worker Class:''' StatWorker_SuppressionFallRate
 
! slave suppression fall rate
 
| The rate at which slave suppression falls.
 
| PawnSocial
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Format String:''' {0} per day
 
* '''Format String Unfinalized:''' {0} per day
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Slaves Only:''' true
 
* '''Scenario Randomizable:''' true
 
<parts>
 
  <li Class="StatPart_Terror" />
 
  <li Class="StatPart_GearStatOffset">
 
<apparelStat>SlaveSuppressionOffset</apparelStat>
 
<subtract>true</subtract>
 
  </li>
 
  <li Class="StatPart_AgeOffset" MayRequire="Biotech{{BiotechIcon}}">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(3, -0.5)</li>
 
<li>(13, -0.3)</li>
 
<li>(16, 0)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
| 2200
 
|- id=""
 
| AnimalProductsSellImprovement
 
! animal products price improvement
 
| When this person sells meat, leather, or wool, prices are improved by this percentage.
 
| PawnSocial
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' Social
 
| 2570
 
<!-- Ideology Stats_Pawns_WorkGeneral -->
 
|- id=""
 
| SuppressionPower
 
! suppression power
 
| A multiplier on a warden's ability to suppress slaves.
 
| PawnSocial
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.05
 
* '''Max Value:''' 1
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>0.05</baseValue>
 
<bonusPerLevel>0.0225</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
* '''To String Style:''' PercentZero
 
|- id=""
 
| HackingSpeed
 
! hacking speed
 
| How fast this person can hack into computer terminals.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Intellectual</skill>
 
<baseValue>0.75</baseValue>
 
<bonusPerLevel>0.025</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<capacityFactors>
 
  <li>
 
<capacity>Manipulation</capacity>
 
<weight>0.5</weight>
 
<max>1.1</max>
 
  </li>
 
  <li>
 
<capacity>Sight</capacity>
 
<weight>0.5</weight>
 
<max>1.1</max>
 
  </li>
 
</capacityFactors>
 
* '''Scenario Randomizable:''' true
 
| 4510
 
|- id=""
 
| PruningSpeed
 
! pruning speed
 
| A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.\n\nPruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<statFactors>
 
  <li>WorkSpeedGlobal</li>
 
</statFactors>
 
<skillNeedFactors>
 
  <li Class="SkillNeed_Direct">
 
<skill>Plants</skill>
 
<valuesPerLevel>
 
{| {{STDT}}
 
! Level !! Value
 
|-
 
| 0 || 0.92
 
|-
 
| 1 || 0.93
 
|-
 
| 2 || 0.94
 
|-
 
| 3 || 0.95
 
|-
 
| 4 || 0.96
 
|-
 
| 5 || 0.97
 
|-
 
| 6 || 0.98
 
|-
 
| 7 || 0.99
 
|-
 
| 8 || 1
 
|-
 
| 9 || 1.01
 
|-
 
| 10 || 1.02
 
|-
 
| 11 || 1.03
 
|-
 
| 12 || 1.04
 
|-
 
| 13 || 1.05
 
|-
 
| 14 || 1.06
 
|-
 
| 15 || 1.07
 
|-
 
| 16 || 1.08
 
|-
 
| 17 || 1.09
 
|-
 
| 18 || 1.10
 
|-
 
| 19 || 1.11
 
|-
 
| 20 || 1.12
 
|}
 
</valuesPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<!-- Biotech Stats_Buildings_Special -->
 
|- id=""
 
| BabyPlayGainFactor
 
! baby play power
 
| How effectively this object can be used to fulfill a baby's need for play.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.3
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
| 4020
 
|- id=""
 
| GeneticComplexityIncrease
 
! genetic complexity increase
 
| When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
 
| Building
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show On Default Value:''' false
 
* '''Show If Undefined:''' false
 
* '''Show On Pawns:''' false
 
* '''To String Number Sense:''' Offset
 
| 4200
 
* '''Always Hide:''' true
 
<!-- Similar to ResearchSpeedFactor -->
 
|- id=""
 
| AssemblySpeedFactor
 
! work speed factor
 
| The speed at which people assemble genes here is multiplied by this value.
 
| Building
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.25
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Outdoors">
 
<factorIndoors>1.00</factorIndoors>
 
<factorOutdoors>0.75</factorOutdoors>
 
  </li>
 
  <li Class="StatPart_RoomStat">
 
<roomStat>AssemblySpeedFactor</roomStat>
 
<customLabel>Room cleanliness</customLabel>
 
  </li>
 
</parts>
 
| 1000
 
|- id=""
 
| BirthRitualQualityOffset
 
! birth quality offset
 
| This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
 
| Building
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
| 4110
 
<!-- Biotech Stats_Misc -->
 
|- id=""
 
| MaxInstallCount
 
! max install count
 
| How many times this can be installed. Each additional installation increases or upgrades the base effect.
 
| Basics
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Hide At Value:''' 0
 
| 4020
 
* '''For Information Only:''' true
 
<!-- Biotech Stats_Pawns_Combat -->
 
|- id=""
 
| MeleeDoorDamageFactor
 
! melee door damage factor
 
| A special multiplier on the amount of melee damage inflicted on doors.
 
| PawnCombat
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0
 
* '''Show On Animals:''' false
 
* '''Show On Humanlikes:''' false
 
* '''Show On Mechanoids:''' true
 
| 5000
 
|- id=""
 
| ShootingAccuracyChildFactor
 
! shooting accuracy multiplier
 
| PawnCombat
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Show Developmental Stage Filter:''' Child
 
* '''Always Hide:''' true
 
<parts>
 
  <li Class="StatPart_Age">
 
<useBiologicalYears>true</useBiologicalYears>
 
<humanlikeOnly>true</humanlikeOnly>
 
<curve>
 
  <points>
 
<li>(4,0.95)</li>
 
<li>(12,0.98)</li>
 
<li>(13,1)</li>
 
  </points>
 
</curve>
 
  </li>
 
</parts>
 
<!-- Biotech Stats_Pawns_General -->
 
|- id=""
 
| Fertility
 
! fertility
 
| Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
 
| BasicsPawn
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Show On Humanlikes:''' true
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show On Entities:''' false
 
* '''Show Developmental Stage Filter:''' Adult
 
<parts>
 
  <li Class="StatPart_FertilityByGenderAge">
 
<maleFertilityAgeFactor>
 
  <points>
 
<li>(14, 0)</li>
 
<li>(18, 1)</li>
 
<li>(50, 1)</li>
 
<li>(90, 0)</li>
 
  </points>
 
</maleFertilityAgeFactor>
 
<femaleFertilityAgeFactor>
 
  <points>
 
<li>(14, 0)</li>
 
<li>(20, 1)</li>
 
<li>(28, 1)</li>
 
<li>(35, 0.5)</li>
 
<li>(40, 0.1)</li>
 
<li>(45, 0.02)</li>
 
<li>(50, 0)</li>
 
  </points>
 
</femaleFertilityAgeFactor>
 
  </li>
 
  <li Class="StatPart_FertilityByHediffs"/>
 
</parts>
 
 
<!-- Mechanitor -->
 
<!-- Mechanitor -->
|- id="Mechanitor Stat Base" <!-- Abstract="True" Name="MechanitorStatBase" -->
+
|- id="MechanitorStatBase"
| Mechanitor Stat Base
+
! MechanitorStatBase{{BiotechIcon}}
| Mechanitor Stat Base
 
| Mechanitor Stat Base
 
* '''Worker Class:''' StatWorker_Mechanitor
 
 
| Mechanitor
 
| Mechanitor
* '''Default Base Value:''' 0
+
|
* '''Min Value:''' 0
+
* Worker Class: '''StatWorker_Mechanitor'''
* '''Show On Animals:''' false
+
* Default Base Value: '''{{%|0}}
* '''Show On Humanlikes:''' true
+
* Min Value: '''{{%|0}}
* '''Show On Mechanoids:''' false
+
* Show On Animals: '''{{Bad|false}}'''
 +
* Show On Humanlikes: '''{{Good|true}}'''
 +
* Show On Mechanoids: '''{{Bad|false}}'''
 +
* Show If Undefined: '''{{Good|true}}'''
 +
| -
 
| 2000
 
| 2000
* '''Show If Undefined:''' true
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechBandwidth
 
! mech bandwidth
 
| How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.\n\nLosing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechControlGroups
 
! mech control groups
 
| How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechRemoteRepairDistance
 
! mech remote repair distance
 
| How far away a mech can be during remote repair.
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechRemoteShieldDistance
 
! mech remote shield distance
 
| The maximum range at which a mechanitor can place a shield on a mechanoid.
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechRemoteShieldEnergy
 
! mech remote shield energy
 
| The energy a remote shield will have when created by a mechanitor.
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechFormingSpeed
 
! mech gestation speed
 
| A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Crafting</skill>
 
<baseValue>0.75</baseValue>
 
<bonusPerLevel>0.025</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| MechRepairSpeed
 
! mech repair speed
 
| A multiplier on how fast a mechanitor can repair mechanoids.
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Crafting</skill>
 
<baseValue>0.8</baseValue>
 
<bonusPerLevel>0.1</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
|- id="" <!-- ParentName="MechanitorStatBase" -->
 
| SubcoreEncodingSpeed
 
! subcore encoding speed
 
| A multiplier on how fast a mechanitor can create subcores.
 
* '''Default Base Value:''' 1
 
* '''To String Style:''' PercentZero
 
<skillNeedFactors>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Crafting</skill>
 
<baseValue>0.75</baseValue>
 
<bonusPerLevel>0.1</bonusPerLevel>
 
  </li>
 
</skillNeedFactors>
 
<!-- Mech -->
 
|- id="" <!-- ParentName="MechStatBase" -->
 
| BandwidthCost
 
! bandwidth cost
 
| How much bandwidth this mech consumes when under mechanitor control.
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
| 2000
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechStatBase" -->
 
| ControlTakingTime
 
! control taking time
 
| How many seconds it will take for a mechanitor to take control of this mech.
 
* '''Default Base Value:''' 12
 
* '''Min Value:''' 0
 
| 2010
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}s
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechStatBase" -->
 
| MechEnergyUsageFactor
 
! energy usage multiplier
 
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' PercentZero
 
| 2000
 
* '''Scenario Randomizable:''' true
 
* '''Show If Undefined:''' false
 
|- id="" <!-- ParentName="MechStatBase" -->
 
| WastepacksPerRecharge
 
! wastepacks per recharge
 
| How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.
 
<postProcessStatFactors>
 
  <li>BandwidthCost</li>
 
</postProcessStatFactors>
 
* '''Default Base Value:''' 5
 
* '''Min Value:''' 0
 
| 2000
 
* '''Show If Undefined:''' false
 
<parts>
 
  <li Class="StatPart_Hyperlinks">
 
<thingDefs>
 
  <li>Wastepack</li>
 
</thingDefs>
 
  </li>
 
</parts>
 
|- id="" <!-- ParentName="MechStatBase" -->
 
| MechEnergyLossPerHP
 
! repair energy cost
 
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
* '''Worker Class:''' StatWorker_MechEnergyLossPerHP
 
* '''Default Base Value:''' 0.333
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
| 2020
 
* '''Show If Undefined:''' false
 
<!-- Genes -->
 
|- id=""
 
| HemogenGainFactor
 
! hemogen gain multiplier
 
| A multiplier on the amount of hemogen gained.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
|- id=""
 
| RawNutritionFactor
 
! raw nutrition multiplier
 
| A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.0001
 
| 1001
 
|- id=""
 
| CancerRate
 
! cancer rate factor
 
| A multiplier on how likely this person is to develop cancer in any given time frame.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
| 2100
 
|- id=""
 
| LearningRateFactor
 
! learning rate factor
 
| A multiplier on how quickly a child's learning need is fulfilled by learning activities.
 
| BasicsPawn
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show Developmental Stage Filter:''' Child
 
| 1350
 
|- id=""
 
| GrowthVatOccupantSpeed
 
! growth vat occupant speed
 
| A multiplier on how quickly this person will grow when in a growth vat.
 
| PawnMisc
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Scenario Randomizable:''' true
 
| 1850
 
* '''Cacheable:''' true
 
<parts>
 
  <li Class="StatPart_GrowthVatSpeedFactor" />
 
</parts>
 
<!-- Biotech Stats_Pawns_WorkGeneral -->
 
|- id=""
 
| WorkSpeedGlobalOffsetMech
 
! mech work speed offset
 
| A work speed offset applied to a mechanitor's mechs.
 
| Mechanitor
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' true
 
| 5000
 
* '''Show On Mechanoids:''' false
 
* '''Show On Animals:''' false
 
<!-- Anomaly Stats_Containment -->
 
|- id=""
 
| ContainmentStrength
 
! containment strength
 
| How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.
 
* '''Worker Class:''' StatWorker_ContainmentStrength
 
* '''Offset Label:''' containment offset
 
| Containment
 
* '''Show On Default Value:''' true
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
|- id=""
 
| MinimumContainmentStrength
 
! min containment strength
 
| The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.
 
* '''Worker Class:''' StatWorker_MinimumContainmentStrength
 
| Containment
 
* '''Overrides Hide Stats:''' true
 
* '''Show On Default Value:''' false
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatOne
 
| 9999
 
|- id=""
 
| ColdContainmentBonus
 
! cold containment bonus
 
| This entity is less likely to escape if kept in a very cold room.
 
* '''Worker Class:''' StatWorker_ColdContainmentBonus
 
| Containment
 
* '''Overrides Hide Stats:''' true
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' PercentZero
 
<!-- Anomaly Stats_Pawns_Misc -->
 
|- id="" <!-- ParentName="IntellectualSkillBase" -->
 
| EntityStudyRate
 
! entity study rate
 
| The rate at which this person generates knowledge from studying unnatural entities.
 
* '''Show On Default Value:''' false
 
* '''Min Value:''' 0.001
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Scenario Randomizable:''' true
 
| 211
 
|- id=""
 
| StudyEfficiency
 
! study efficiency
 
| A multiplier on how much knowledge a person gets when studying unnatural entities.
 
| PawnWork
 
* '''Default Base Value:''' 1
 
* '''Show On Default Value:''' false
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' 0.001
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| 210
 
|- id=""
 
| ActivitySuppressionRate
 
! activity suppression speed
 
| The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
 
| PawnWork
 
* '''Default Base Value:''' 0.065
 
* '''Show On Default Value:''' false
 
* '''To String Style:''' PercentOne
 
* '''Format String:''' {0} per hour
 
* '''Min Value:''' 0
 
* '''Show On Animals:''' false
 
* '''Show On Mechanoids:''' false
 
* '''Show Developmental Stage Filter:''' Adult
 
<skillNeedOffsets>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Intellectual</skill>
 
<baseValue>-0.015</baseValue>
 
<bonusPerLevel>0.0075</bonusPerLevel>
 
<required>false</required>
 
  </li>
 
  <li Class="SkillNeed_BaseBonus">
 
<skill>Social</skill>
 
<baseValue>-0.015</baseValue>
 
<bonusPerLevel>0.0075</bonusPerLevel>
 
<required>false</required>
 
  </li>
 
</skillNeedOffsets>
 
<statFactors>
 
  <li>PsychicSensitivity</li>
 
</statFactors>
 
| 209
 
<!-- Anomaly Stats_PsychicRituals -->
 
|- id=""
 
| PsychicRitualQuality
 
! psychic ritual quality
 
| How much nearby buildings improve quality of psychic rituals performed here.
 
| PsychicRituals
 
* '''Show On Default Value:''' false
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' PercentZero
 
|- id=""
 
| PsychicRitualQualityOffset
 
! psychic ritual quality offset
 
| An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
 
| PsychicRituals
 
* '''Default Base Value:''' 0
 
* '''Show On Default Value:''' false
 
* '''To String Style:''' PercentZero
 
 
|}
 
|}
</div>
+
</div>
 
</div>
 
</div>
  
 +
<div class="mw-collapsible mw-collapsed">
 
== List of Stats by defName ==
 
== List of Stats by defName ==
 +
<div class="mw-collapsible-content">
 
* Ability_CastingTime
 
* Ability_CastingTime
 
* Ability_DetectChancePerEntropy
 
* Ability_DetectChancePerEntropy
Line 4,926: Line 2,312:
 
* WorkToMake
 
* WorkToMake
  
<div class="mw-collapsible">
+
</div>
 +
</div>
 +
 
 +
<div class="mw-collapsible mw-collapsed">
 
== Stat Statistics ==
 
== Stat Statistics ==
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
  
* <StatDef 242
+
* 242 <StatDef
** <StatDef> 175
+
** 175 <StatDef>
* <StatCategoryDef> 35
+
* 35 <StatCategoryDef>
** <displayOrder> 35
+
** 35 <displayOrder>
** <displayAllByDefault> 10
+
** 10 <displayAllByDefault>
  
* <defName> 265
+
* 265 <defName>
* <label> 266
+
* 266 <label>
* <description> 224
+
* 224 <description>
* <category> 192
+
* 192 <category>
* <displayPriorityInCategory> 193
+
* 193 <displayPriorityInCategory>
  
 
=== Level 2 ===
 
=== Level 2 ===
* <statFactors> 20
+
* 61 <parts>
* <capacityFactors> 39
+
* 39 <capacityFactors>
* <skillNeedFactors> 38
+
* 38 <skillNeedFactors>
* <postProcessStatFactors> 3
+
* 20 <statFactors>
* <skillNeedOffsets> 7
+
* 8 <postProcessCurve>
* <capacityOffsets> 5
+
* 7 <skillNeedOffsets>
* <postProcessCurve> 8
+
* 5 <capacityOffsets>
* <parts> 61
+
* 3 <postProcessStatFactors>
* <showOnPawnKind> 3
+
* 3 <showOnPawnKind>
  
 
=== Types ===
 
=== Types ===
Line 4,957: Line 2,346:
 
* 35 Categories
 
* 35 Categories
 
* 207 Stats
 
* 207 Stats
* 12 Bases
+
==== Bases ====
** ButcherySpeedBase
+
# ButcherySpeedBase
** ButcheryEfficiencyBase
+
# ButcheryEfficiencyBase
** ArmorRatingBase
+
# ArmorRatingBase
** InsulationBase
+
# InsulationBase
** MarketValueBase
+
# MarketValueBase
** MeditationFocusBase
+
# MeditationFocusBase
** ShootingAccuracyFactorBase
+
# ShootingAccuracyFactorBase
** MechStatBase
+
# MechStatBase
** IntellectualSkillBase
+
# IntellectualSkillBase
** AccuracyBase
+
# AccuracyBase
** DarknessCombat
+
# DarknessCombat
** MechanitorStatBase
+
# MechanitorStatBase
  
 
1 Non Base Parents
 
1 Non Base Parents
Line 4,975: Line 2,364:
  
 
=== Classes ===
 
=== Classes ===
* SkillNeed_BaseBonus
+
* 39 SkillNeed_BaseBonus
* SkillNeed_Direct
+
* 8 SkillNeed_Direct
==== Stat Parts ====  
+
==== Stat Parts ====
* StatPart_Quality
+
* 1 StatPart_AddedBodyPartsMass
* StatPart_Stuff
+
* 9 StatPart_Age
 +
* 1 StatPart_AgeOffset
 +
* StatPart_ArtificialBuildingsNearbyOffset
 +
* StatPart_BedStat
 +
* StatPart_Biocoded
 +
* StatPart_BiosculptingSpeedFactor
 +
* StatPart_BlindPsychicSensitivityOffset
 
* StatPart_BodySize
 
* StatPart_BodySize
* StatPart_NaturalNotMissingBodyPartsCoverage
+
* StatPart_ContentsBeauty
 +
* StatPart_CorpseCasket
 +
* StatPart_Deathresting
 +
* StatPart_Difficulty_ButcherYield
 +
* StatPart_EnvironmentalEffects
 +
* StatPart_FertilityByGenderAge
 +
* StatPart_FertilityByHediffs
 +
* StatPart_Food
 
* StatPart_GearAndInventoryMass
 
* StatPart_GearAndInventoryMass
* StatPart_UnfinishedThingIngredientsMass
+
* 6 StatPart_GearStatOffset
* StatPart_AddedBodyPartsMass
+
* 2 StatPart_Genes
* StatPart_WornByCorpse
+
* 3 StatPart_Glow
 +
* 1 StatPart_GrowthVatSpeedFactor
 +
* StatPart_HasRelic
 +
* 1 StatPart_Health
 +
* StatPart_Hyperlinks
 
* StatPart_IsCorpseFresh
 
* StatPart_IsCorpseFresh
* StatPart_WeaponTraitsMarketValueOffset
+
* StatPart_IsFlesh
* StatPart_Biocoded
+
* StatPart_LifeStageMaxFood
* StatPart_ReloadMarketValue
+
* StatPart_Malnutrition
* StatPart_Genes
+
* StatPart_MaxChanceIfRotting
* StatPart_Health
+
* StatPart_NaturalNotMissingBodyPartsCoverage
* StatPart_Age
+
* StatPart_NearHarbingerTree
* StatPart_EnvironmentalEffects
+
* StatPart_NotCarefullySlaughtered
* StatPart_Pollution
 
 
* StatPart_NoxiousHaze
 
* StatPart_NoxiousHaze
* StatPart_ToxicFallout
+
* 3 StatPart_Outdoors
* StatPart_NearHarbingerTree
+
* StatPart_OverseerStatOffset
* StatPart_ShamblerCorpse
+
* 1 StatPart_Pain
* StatPart_ContentsBeauty
 
 
* StatPart_PlantGrowthNutritionFactor
 
* StatPart_PlantGrowthNutritionFactor
* StatPart_IsFlesh
+
* StatPart_PlayerFactionLeader
* StatPart_MaxChanceIfRotting
+
* StatPart_Pollution
* StatPart_Outdoors
+
* StatPart_Quality
* StatPart_WorkTableTemperature
+
* StatPart_Quality_Offset
 +
* StatPart_ReloadMarketValue
 +
* StatPart_Rest
 +
* StatPart_Resting
 +
* StatPart_RevenantSpeed
 +
* StatPart_RoleConversionPower
 
* StatPart_RoomStat
 
* StatPart_RoomStat
* StatPart_WorkTableUnpowered
+
* StatPart_ShamblerCorpse
* StatPart_WorkTableOutdoors
 
* StatPart_Glow
 
 
* StatPart_ShamblerCrawling
 
* StatPart_ShamblerCrawling
* StatPart_RevenantSpeed
 
* StatPart_GearStatOffset
 
 
* StatPart_SightPsychicSensitivityOffset
 
* StatPart_SightPsychicSensitivityOffset
* StatPart_BlindPsychicSensitivityOffset
 
* StatPart_Food
 
* StatPart_Rest
 
* StatPart_BedStat
 
* StatPart_Resting
 
* StatPart_Deathresting
 
* StatPart_NotCarefullySlaughtered
 
* StatPart_Difficulty_ButcherYield
 
* StatPart_Malnutrition
 
* StatPart_NaturalNotMissingBodyPartsCoverage
 
* StatPart_WildManOffset
 
* StatPart_LifeStageMaxFood
 
* StatPart_Pain
 
* StatPart_PlayerFactionLeader
 
 
* StatPart_Slave
 
* StatPart_Slave
* StatPart_OverseerStatOffset
+
* 5 StatPart_Stuff
* StatPart_ArtificialBuildingsNearbyOffset
 
* StatPart_CorpseCasket
 
* StatPart_Quality_Offset
 
* StatPart_HasRelic
 
* StatPart_RoleConversionPower
 
* StatPart_BiosculptingSpeedFactor
 
 
* StatPart_Terror
 
* StatPart_Terror
* StatPart_AgeOffset
+
* StatPart_ToxicFallout
* StatPart_FertilityByGenderAge
+
* StatPart_UnfinishedThingIngredientsMass
* StatPart_FertilityByHediffs
+
* StatPart_WeaponTraitsMarketValueOffset
* StatPart_Hyperlinks
+
* 1 StatPart_WildManOffset
* StatPart_GrowthVatSpeedFactor
+
* 1 StatPart_WorkTableOutdoors
 +
* 2 StatPart_WorkTableTemperature
 +
* 1 StatPart_WorkTableUnpowered
 +
* 1 StatPart_WornByCorpse
  
 
</div>
 
</div>
 
</div>
 
</div>

Latest revision as of 17:18, 23 September 2024

Type and Type2[edit]

 TypeType2
Cassandra ClassicAI Storytellers
Phoebe ChillaxAI Storytellers
Randy RandomAI Storytellers
Revenant invisibilityAbility
SnowhareAnimal
DuckAnimal
CorpseAnimal
Labrador retrieverAnimal
Arctic foxAnimal
CougarAnimal
AlpacaAnimal
HorseAnimal
RaccoonAnimal
ChinchillaAnimal
TurkeyAnimal
GoatAnimal
MuffaloAnimal
ElephantAnimal
LynxAnimal
Arctic wolfAnimal
CowAnimal
HuskyAnimal
RatAnimal
BisonAnimal
WargAnimal
GooseAnimal
OstrichAnimal
SquirrelAnimal
ElkAnimal
CapybaraAnimal
DeerAnimal
BoomratAnimal
IbexAnimal
Red foxAnimal
BoomalopeAnimal
Wild boarAnimal
Grizzly bearAnimal
PantherAnimal
ThrumboAnimal
EmuAnimal
MegaslothAnimal
CassowaryAnimal
DonkeyAnimal
IguanaAnimal
RhinocerosAnimal
CaribouAnimal
YakAnimal
Guinea pigAnimal
PigAnimal
Timber wolfAnimal
Fennec foxAnimal
CatAnimal
SheepAnimal
DromedaryAnimal
AlphabeaverAnimal
CobraAnimal
Yorkshire terrierAnimal
HareAnimal
Polar bearAnimal
TortoiseAnimal
GazelleAnimal
MonkeyAnimal
ChickenAnimal
Berrymaker dryadAnimalDryad
Clawer dryadAnimalDryad
Gaumaker dryadAnimalDryad
Carrier dryadAnimalDryad
Barkskin dryadAnimalDryad
Woodmaker dryadAnimalDryad
Immature dryadAnimalDryad
Medicinemaker dryadAnimalDryad
HumanAnimalHuman
SpelopedeAnimalInsectoid
MegascarabAnimalInsectoid
MegaspiderAnimalInsectoid
ToxalopeAnimalPollution
Waste ratAnimalPollution
Grand sculptureArt
Large sculptureArt
Small sculptureArt
Void sculptureArt
Terror sculptureArt
Psychic soothe pulserArtifact
Psychic animal pulserArtifact
Shard animal pulserArtifact
Biomutation pulserArtifactUtility
HiveBuilding
Floor etchingBuilding
Stasis cocoonBuilding
Frenzy inducerBuildingAnomaly (Buildings)
Bioferrite harvesterBuildingAnomaly (Buildings)
Shard beaconBuildingAnomaly (Buildings)
Psychic ritual spotBuildingAnomaly (Buildings)
Holding spotBuildingAnomaly (Buildings)
Atmospheric heaterBuildingAnomaly (Buildings)
Serum labBuildingAnomaly (Buildings)
Proximity detectorBuildingAnomaly (Buildings)
Electric inhibitorBuildingAnomaly (Buildings)
Bioferrite shaperBuildingAnomaly (Buildings)
ElectroharvesterBuildingAnomaly (Buildings)
Shard inhibitorBuildingAnomaly (Buildings)
Sleep suppressorBuildingAnomaly (Buildings)
Holding platformBuildingAnomaly (Buildings)
Subcore ripscannerBuildingBiotech (Buildings)
Large mech rechargerBuildingBiotech (Buildings)
Hemogen amplifierBuildingBiotech (Buildings)
Deathrest casketBuildingBiotech (Buildings)
Growth vatBuildingBiotech (Buildings)
Mechband dishBuildingBiotech (Buildings)
Gene bankBuildingBiotech (Buildings)
Mech gestatorBuildingBiotech (Buildings)
Glucosoid pumpBuildingBiotech (Buildings)
Mech boosterBuildingBiotech (Buildings)
Gene extractorBuildingBiotech (Buildings)
Pollution pumpBuildingBiotech (Buildings)
Large mech gestatorBuildingBiotech (Buildings)
Deathrest acceleratorBuildingBiotech (Buildings)
Gene assemblerBuildingBiotech (Buildings)
Subcore encoderBuildingBiotech (Buildings)
Psychofluid pumpBuildingBiotech (Buildings)
Mechband antennaBuildingBiotech (Buildings)
Gene processorBuildingBiotech (Buildings)
Subcore softscannerBuildingBiotech (Buildings)
Wastepack atomizerBuildingBiotech (Buildings)
Mech rechargerBuildingBiotech (Buildings)
Band nodeBuildingBiotech (Buildings)
HemopumpBuildingBiotech (Buildings)
Gray doorBuildingDoor
Rustic rug (medium)BuildingFloor
Animalist slab (broad)BuildingFloor
Spikecore floor-star (broad)BuildingFloor
Animalist slab (medium)BuildingFloor
Spikecore floor-star (medium)BuildingFloor
Morbid slab (broad)BuildingFloor
Totemic slab (broad)BuildingFloor
Morbid slab (medium)BuildingFloor
Totemic slab (medium)BuildingFloor
Rustic rug (broad)BuildingFloor
Standing lampBuildingFurniture
Dining chairBuildingFurniture
Plant potBuildingFurniture
Flood lightBuildingFurniture
End tableBuildingFurniture
Table (3x3)BuildingFurniture
Animal sleeping spotBuildingFurniture
Double bedBuildingFurniture
StoolBuildingFurniture
Royal bedBuildingFurniture
ArmchairBuildingFurniture
BookcaseBuildingFurniture
Double bedrollBuildingFurniture
Sun lampBuildingFurniture
ShelfBuildingFurniture
BedBuildingFurniture
Wall torch lampBuildingFurniture
Double sleeping spotBuildingFurniture
Small bookcaseBuildingFurniture
Table (1x2)BuildingFurniture
Small shelfBuildingFurniture
Hospital bedBuildingFurniture
BedrollBuildingFurniture
Wall lampBuildingFurniture
Table (2x2)BuildingFurniture
Sleeping spotBuildingFurniture
Animal sleeping boxBuildingFurniture
Torch lampBuildingFurniture
CouchBuildingFurniture
DresserBuildingFurniture
Table (2x4)BuildingFurniture
Animal bedBuildingFurniture
School deskBuildingFurniture
BlackboardBuildingFurniture
Blood torchBuildingFurniture
CribBuildingFurniture
Baby sleeping spotBuildingFurniture
Toy boxBuildingFurniture
Baby decorationBuildingFurniture
Fungus darktorchBuildingFurniture
Darklight brazierBuildingFurniture
Slab double bedBuildingFurniture
Slab bedBuildingFurniture
DarktorchBuildingFurniture
Bonsai potBuildingFurniture
BrazierBuildingFurniture
Grand meditation throneBuildingFurniture
Animus stoneBuildingFurniture
DrapeBuildingFurniture
Meditation throneBuildingFurniture
Kneel pillowBuildingIdeology (Buildings)
AutobongBuildingIdeology (Buildings)
Grand altarBuildingIdeology (Buildings)
Medium altarBuildingIdeology (Buildings)
Sleep acceleratorBuildingIdeology (Buildings)
LightballBuildingIdeology (Buildings)
Ritual spotBuildingIdeology (Buildings)
DrumBuildingIdeology (Buildings)
Kneel sheetBuildingIdeology (Buildings)
Biosculpter podBuildingIdeology (Buildings)
Cannibal platterBuildingIdeology (Buildings)
Sacrificial flagBuildingIdeology (Buildings)
EffigyBuildingIdeology (Buildings)
Large altarBuildingIdeology (Buildings)
PewBuildingIdeology (Buildings)
BurnbongBuildingIdeology (Buildings)
Styling stationBuildingIdeology (Buildings)
LoudspeakerBuildingIdeology (Buildings)
Small altarBuildingIdeology (Buildings)
Christmas treeBuildingIdeology (Buildings)
IdeogramBuildingIdeology (Buildings)
Neural superchargerBuildingIdeology (Buildings)
PyreBuildingIdeology (Buildings)
Incense shrineBuildingIdeology (Buildings)
SkullspikeBuildingIdeology (Buildings)
Gibbet cageBuildingIdeology (Buildings)
LecternBuildingIdeology (Buildings)
ReliquaryBuildingIdeology (Buildings)
Gray statueBuildingLabyrinth
Gray boxBuildingLabyrinth
Sun blockerBuildingMechanoid cluster
Climate adjusterBuildingMechanoid cluster
Mech assemblerBuildingMechanoid cluster
Mini-slugger turretBuildingMechanoid cluster
Toxic spewerBuildingMechanoid cluster
DefoliatorBuildingMechanoid cluster
Mech drop beaconBuildingMechanoid cluster
Weather controllerBuildingMechanoid cluster
Mech low-shieldBuildingMechanoid cluster
Psychic dronerBuildingMechanoid cluster
Count-down activatorBuildingMechanoid cluster
Mech capsuleBuildingMechanoid cluster
Auto mortarBuildingMechanoid cluster
Psychic suppressorBuildingMechanoid cluster
Mech high-shieldBuildingMechanoid cluster
Auto inferno turretBuildingMechanoid cluster
Smoke spewerBuildingMechanoid cluster
Proximity activatorBuildingMechanoid cluster
EMI dynamoBuildingMechanoid cluster
Auto charge turretBuildingMechanoid cluster
Party spotBuildingMisc
Vitals monitorBuildingMisc
Pen markerBuildingMisc
GraveBuildingMisc
Moisture pumpBuildingMisc
Long-range mineral scannerBuildingMisc
Caravan hitching spotBuildingMisc
Grand steleBuildingMisc
Ground-penetrating scannerBuildingMisc
Multi-analyzerBuildingMisc
SarcophagusBuildingMisc
Egg boxBuildingMisc
UrnBuildingMisc
Pod launcherBuildingMisc
Tool cabinetBuildingMisc
Marriage spotBuildingMisc
Firefoam popperBuildingMisc
Large steleBuildingMisc
Comms consoleBuildingMisc
Orbital trade beaconBuildingMisc
Transport podBuildingMisc
Cryptosleep casketBuildingMisc
Crashed mechanitor shipBuildingMisc
Grand archotech structureBuildingMisc
Dryad cocoonBuildingMisc
Gaumaker podBuildingMisc
Major archotech structureBuildingMisc
Small nature shrineBuildingMisc
Large nature shrineBuildingMisc
Ship landing beaconBuildingMisc
Meditation spotBuildingMisc
Wood-fired generatorBuildingPower
Power switchBuildingPower
Solar generatorBuildingPower
Hidden conduitBuildingPower
BatteryBuildingPower
Watermill generatorBuildingPower
Chemfuel powered generatorBuildingPower
Waterproof conduitBuildingPower
Geothermal generatorBuildingPower
Wind turbineBuildingPower
Power conduitBuildingPower
Bioferrite generatorBuildingPower
Toxifier generatorBuildingPower
Electric smelterBuildingProduction
Electric stoveBuildingProduction
Hydroponics basinBuildingProduction
Hand tailor benchBuildingProduction
Biofuel refineryBuildingProduction
Art benchBuildingProduction
Fueled stoveBuildingProduction
Electric tailor benchBuildingProduction
Fermenting barrelBuildingProduction
Fabrication benchBuildingProduction
Stonecutter's tableBuildingProduction
Fueled smithyBuildingProduction
Deep drillBuildingProduction
Simple research benchBuildingProduction
Crafting spotBuildingProduction
BreweryBuildingProduction
Electric smithyBuildingProduction
Nutrient paste dispenserBuildingProduction
Hi-tech research benchBuildingProduction
Butcher spotBuildingProduction
Drug labBuildingProduction
Machining tableBuildingProduction
HopperBuildingProduction
Electric crematoriumBuildingProduction
Butcher tableBuildingProduction
TelescopeBuildingRecreation
Hoopstone ringBuildingRecreation
Megascreen televisionBuildingRecreation
Game-of-Ur boardBuildingRecreation
Horseshoes pinBuildingRecreation
Billiards tableBuildingRecreation
Poker tableBuildingRecreation
Chess tableBuildingRecreation
SnowmanBuildingRecreation
Tube televisionBuildingRecreation
Flatscreen televisionBuildingRecreation
HarpsichordBuildingRecreation
PianoBuildingRecreation
HarpBuildingRecreation
Crashed ship partsBuildingRuin
Ancient carBuildingRuin
Ancient enemy terminalBuildingRuin
Ancient comms consoleBuildingRuin
Ancient terminalBuildingRuin
Ancient lampBuildingRuin
Ancient lamppostBuildingRuins
Ancient concrete barrierBuildingRuins
Ship chunkBuildingRuins
Ancient exostrider midsectionBuildingRuins
Ancient standard rechargerBuildingRuins
Ancient exostrider headBuildingRuins
Ancient basic rechargerBuildingRuins
Ancient exostrider cannonBuildingRuins
Ancient large mech gestatorBuildingRuins
Ancient exostrider legBuildingRuins
Ancient mech gestatorBuildingRuins
Ancient band nodeBuildingRuins
Ancient toxifier generatorBuildingRuins
Ancient postboxBuildingRuins
Ancient warsprinter remainsBuildingRuins
Ancient crateBuildingRuins
Ancient small crateBuildingRuins
Ancient ruined APCBuildingRuins
Ancient air conditionerBuildingRuins
Ancient giant wheelBuildingRuins
Ancient ATMBuildingRuins
Ancient warwalker shellBuildingRuins
Ancient macro-engine blockBuildingRuins
Ancient razor wireBuildingRuins
Ancient warspider remainsBuildingRuins
Hermetic crateBuildingRuins
Ancient cryptosleep podBuildingRuins
Ancient nav beaconBuildingRuins
Ancient tank trapBuildingRuins
Ancient dropship engineBuildingRuins
Ancient barrelBuildingRuins
Ancient mech drop beaconBuildingRuins
Ancient jet engineBuildingRuins
Ancient system rackBuildingRuins
Ancient washing machineBuildingRuins
Ancient warwalker torsoBuildingRuins
Ancient refrigeratorBuildingRuins
Ancient large crateBuildingRuins
Ancient display bankBuildingRuins
Ancient pipeline sectionBuildingRuins
Ancient troop carrierBuildingRuins
Ancient truckBuildingRuins
Ancient bedBuildingRuins
Ancient mechanoid shellBuildingRuins
Ancient kitchen sinkBuildingRuins
Ancient stoveBuildingRuins
Ancient hydrantBuildingRuins
Ancient wheelBuildingRuins
Ancient ruined tankBuildingRuins
Ancient warwalker clawBuildingRuins
Ancient locker bankBuildingRuins
Ancient engine blockBuildingRuins
Ancient operating tableBuildingRuins
Ancient vending machineBuildingRuins
Ancient pipesBuildingRuins
Ancient car frameBuildingRuins
Ancient mega-cannon barrelBuildingRuins
Ancient storage cylinderBuildingRuins
Ancient toiletBuildingRuins
Ancient equipment blocksBuildingRuins
Ancient security turretBuildingRuins
Ancient microwaveBuildingRuins
Ancient warwalker footBuildingRuins
Security crateBuildingRuins
Ancient long crateBuildingRuins
Ancient pod carBuildingRuins
Ancient unstable fuel nodeBuildingRuins
Ancient containerBuildingRuins
Ancient mega-cannon platformBuildingRuins
Ancient generatorBuildingRuins
Ancient shopping cartBuildingRuins
Ancient dropshipBuildingRuins
Ancient fenceBuildingRuins
Ancient ovenBuildingRuins
Ancient warwalker legBuildingRuins
Ancient machineBuildingRuins
IED incendiary trapBuildingSecurity
Rocketswarm launcherBuildingSecurity
Spike trapBuildingSecurity
IED trapBuildingSecurity
IED EMP trapBuildingSecurity
Uranium slug turretBuildingSecurity
Autocannon turretBuildingSecurity
IED firefoam trapBuildingSecurity
BarricadeBuildingSecurity
IED smoke trapBuildingSecurity
SandbagsBuildingSecurity
Mini-turretBuildingSecurity
IED antigrain warhead trapBuildingSecurity
Foam turretBuildingSecurity
MortarBuildingSecurity
Tactical turretBuildingSecurity
IED deadlife trapBuildingSecurity
IED tox trapBuildingSecurity
Ship cryptosleep casketBuildingShip
Ship engineBuildingShip
Ship reactorBuildingShip
Ship structural beamBuildingShip
Sensor clusterBuildingShip
Ship computer coreBuildingShip
Infinite chemreactorBuildingSpecial
Psychic emanatorBuildingSpecial
Glow podBuildingSpecial
Vanometric power cellBuildingSpecial
Monument markerBuildingSpecial
Mech nodeBuildingSpecial
Unstable power cellBuildingSpecial
AutodoorBuildingStructure
ColumnBuildingStructure
BridgeBuildingStructure
DoorBuildingStructure
Ornate doorBuildingStructure
FenceBuildingStructure
Fence gateBuildingStructure
Animal flapBuildingStructure
WallBuildingStructure
Security doorBuildingStructure
Passive coolerBuildingTemperature
HeaterBuildingTemperature
CoolerBuildingTemperature
CampfireBuildingTemperature
VentBuildingTemperature
Gray wallBuildingWall
Steel slag chunkChunk
Mechanoid slag chunkChunk
Stone chunkChunk
NeutroamineCrafted resources
ComponentCrafted resources
ChemfuelCrafted resources
SkullCrafted resources
WortCrafted resources
Advanced componentCrafted resources
Firefoam shellCrafted resourcesMortar shell
High-explosive shellCrafted resourcesMortar shell
Incendiary shellCrafted resourcesMortar shell
Smoke shellCrafted resourcesMortar shell
EMP shellCrafted resourcesMortar shell
Deadlife shellCrafted resourcesMortar shell
Tox shellCrafted resourcesMortar shell
FlakeDrugHard Drug
Go-juiceDrugHard Drug
YayoDrugHard Drug
Wake-upDrugHard Drug
PenoxycylineDrugMedical Drug
LuciferiumDrugMedical Drug
Voidsight serumDrugSerum
Ghoul resurrection serumDrugSerum
Metalblood serumDrugSerum
Juggernaut serumDrugSerum
Mind-numb serumDrugSerum
BeerDrugSocial Drug
Smokeleaf jointDrugSocial drug
Psychite teaDrugSocial drug
AmbrosiaDrugSocial drug
FleshbeastsEntity
Golden cubeEntityAdvanced
DevourerEntityAdvanced
NoctolEntityAdvanced
MetalhorrorEntityAdvanced
NoctolithEntityAdvanced
RevenantEntityAdvanced
DreadmeldEntityAdvanced
Pit gateEntityAdvanced
NociosphereEntityAdvanced
Twisted obeliskEntityAdvanced
Fleshmass heartEntityAdvanced
ChimeraEntityAdvanced
Warped obeliskEntityAdvanced
Unnatural corpseEntityAdvanced
Fleshmass nucleusEntityAdvanced
Corrupted obeliskEntityAdvanced
GhoulEntityBasic
BulbfreakEntityBasic
... further results

Virtual Stats, Properties / Parameters, and Categories[edit]

List of Categories for reference[edit]

Def Name Label Display
Order
Display
All By
Default
# Of StatDefs Source
Basics Basics 10 true 9 Core - General
BasicsImportant Basics 1 true 3 Core - General
BasicsPawnImportant Basics 2 false 0 Core - General
BasicsNonPawnImportant Basics 2 false 4 Core - General
BasicsPawn Basics 11 false 38 Core - General
BasicsNonPawn Basics 12 false 11 Core - General
AnimalProductivity animal productivity 13 false 0 Core - General
Source content source 999 false 0 Core - General
Apparel Apparel 30 false 13 Core - Non-pawn
Implant Implant 30 false 0 Core - Non-pawn
Weapon Weapon 40 false 0 Core - Non-pawn
Weapon_Ranged Weapon (ranged) 44 false 6 Core - Non-pawn
Weapon_Melee Weapon (melee) 48 false 3 Core - Non-pawn
Building Building 50 false 19 Core - Non-pawn
Ability Ability 60 false 9 Core - Non-pawn
Drug Drug 30 false 0 Core - Non-pawn
DrugAddiction drug addiction 110 false 0 Core - Non-pawn
Terrain terrain 13 false 2 Core - Non-pawn
EquippedStatOffsets Offsets when equipped 70 false 0 Core - Virtual category
StuffStatFactors Multipliers when made of this 74 true 8 Core - Virtual category
StuffStatOffsets Offsets when made of this 77 true 0 Core - Virtual category
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true 0 Core - Virtual category
Surgery Surgical 90 true 0 Core - Virtual category
CapacityEffects effects 100 true 0 Core - Virtual category
PawnCombat Combat 110 false 31 Core - Pawn
PawnSocial Social 120 false 13 Core - Pawn
PawnMisc Misc 130 false 2 Core - Pawn
PawnWork Work 140 false 36 Core - Pawn
Meditation Meditation 13 true 2 Core - Misc
Genetics Genetics 200 false 0 Core - Misc
Mechanoid Mechanoid 13 true 6 Core - Misc
Mechanitor Mechanitor 105 true 9 Biotech
PsychicRituals Psychic ritual 500 false 2 Anomaly
Containment Containment 600 false 3 Anomaly
Serum Serum 700 false 0 Anomaly

Categories are listed by order of appearance in xml, and labeled as "defName - (label)" unless the two are identical:

General[edit]

Basics[edit]

Basics - (Basics)[edit]
BasicsImportant - (Basics)[edit]
BasicsPawnImportant - (Basics)[edit]
BasicsNonPawnImportant - (Basics)[edit]
BasicsPawn - (Basics)[edit]
BasicsNonPawn - (Basics)[edit]

AnimalProductivity - (animal productivity)[edit]

Source - (content source)[edit]

Non-pawn[edit]

Apparel[edit]

Weapon[edit]

Weapon_Ranged - (Weapon (ranged))[edit]

Weapon_Melee - (Weapon (melee))[edit]

Building[edit]

Ability[edit]

Drug[edit]

DrugAddiction - (drug addiction)[edit]

Terrain - (terrain)[edit]

Virtual categories[edit]

EquippedStatOffsets - (Offsets when equipped)[edit]

StuffStatFactors - (Multipliers when made of this)[edit]

StuffOfEquipmentStatFactors - (Multipliers when equipment made of this)[edit]

Surgery - (Surgical)[edit]

CapacityEffects - (effects)[edit]

Pawn[edit]

PawnCombat - (Combat)[edit]

PawnSocial - (Social)[edit]

PawnMisc - (Misc)[edit]

PawnWork - (Work)[edit]

Misc[edit]

Meditation[edit]

Genetics[edit]

Mechanoid[edit]

Biotech Content added by the Biotech DLC[edit]

Mechanitor[edit]

Anomaly Content added by the Anomaly DLC[edit]

PsychicRituals - (Psychic ritual)[edit]

Containment[edit]

Serum[edit]

Room Stats[edit]

Name Details Score Stages / Curve
Impressiveness
  • Worker Class: RoomStatWorker_Impressiveness
  • Update Priority: 1
  • Display Rounded: true
  • Roomless Score: 0
Score Stages:
Min Score Label
- awful
20 dull
30 mediocre
40 decent
50 slightly impressive
65 somewhat impressive
85 very impressive
120 extremely impressive
170 unbelievably impressive
240 wondrously impressive
Wealth
  • Worker Class: RoomStatWorker_Wealth
  • Update Priority: 2
  • Display Rounded: true
  • Roomless Score: 0
Score Stages:
Min Score Label
- impoverished
500 somewhat poor
700 mediocre
2000 somewhat rich
4000 rich
10000 luxurious
40000 very luxurious
100000 extremely luxurious
1000000 unbelievably luxurious
Space
  • Worker Class: RoomStatWorker_Space
  • Update Priority: 2
  • Display Rounded: true
  • Roomless Score: 350
Score Stages:
Min Score Label
- cramped
12.5 rather tight
29 average-sized
55 somewhat spacious
70 quite spacious
130 very spacious
349.5 extremely spacious
Beauty
  • Worker Class: RoomStatWorker_Beauty
  • Update Priority: 2
  • Roomless Score: 0
Score Stages:
Min Score Label
- hideous
-3.5 ugly
0.0 neutral
2.4 pretty
5.0 beautiful
15.0 very beautiful
50.0 extremely beautiful
100.0 unbelievably beautiful
Cleanliness
  • Worker Class: RoomStatWorker_Cleanliness
  • Update Priority: 2
  • Roomless Score: 0
Score Stages:
Min Score Label
- very dirty
-1.1 dirty
-0.4 slightly dirty
-0.05 clean
0.4 sterile
Reading bonus
  • Worker Class: RoomStatWorker_ReadingBonus
  • Roomless Score: 1
  • Update Priority: 0
  • Is Hidden: true
-
Infection chance factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 1.0
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Infection chance factor
-5 1.0
0 0.5
1 0.2
Surgery success chance cleanliness factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.6
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Surgery success chance cleanliness factor
-5 0.6
0 1.0
5 1.15
Research speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.75
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Research speed factor
-5.0 0.75
-2.5 0.85
0.0 1.00
1.0 1.15
Grave visiting recreation factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 1
  • Input Stat: Impressiveness
Curve Points:
Impressiveness Grave visiting recreation factor
-150 1.0
0 1.0
150 1.4
Food poison chance
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.02
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Food poison chance
-5 0.05
-3.5 0.025
-2 0
Biosculpter pod speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.7
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Biosculpter pod speed factor
-5 0.7
-1 0.9
0 1
1 1.25
Assembly speed factor
  • Worker Class: RoomStatWorker_FromStatByCurve
  • Update Priority: 0
  • Is Hidden: true
  • Roomless Score: 0.75
  • Input Stat: Cleanliness
Curve Points:
Cleanliness Assembly speed factor
-5.0 0.75
-2.5 0.85
0.0 1.00
1.0 1.15

Stats Nav Test[edit]

All 230 Stats[edit]

Capacities
PainConsciousnessMovingManipulationTalkingEatingSightHearingBreathingBlood Filtration  • Blood PumpingDigestion
Basics - Important
Market ValueMarket Value Ignoring HitpointsHonor Value Content added by the Royalty DLC
Basics - Non Pawn Important
NutritionMedical PotencyMedical Tend Quality MaximumMax Hit Points
Basics - Basics
MassFlammabilityPsychic Sensitivity FactorPsychic Sensitivity OffsetNeural Heat Limit OffsetNeural Heat Recovery Rate OffsetSlave Suppression Offset Content added by the Ideology DLCTerror (Source) Content added by the Ideology DLCMax Install Count Content added by the Biotech DLC
Basics - Pawn
Recreation Fall RateSleep Fall RateEating SpeedForaged Food AmountMinimum Handling SkillMental Break ThresholdImmunity Gain SpeedPain Shock ThresholdLifespan FactorMinimum Comfortable TemperatureMaximum Comfortable TemperatureInjury Healing FactorCaravan Riding SpeedCarrying CapacityFilth RateCrawl SpeedMove SpeedMax NutritionRest Rate MultiplierToxic Environment ResistanceToxic ResistanceAnimals Learning FactorGlobal Learning FactorNeural Heat LimitPsychic SensitivityLeather AmountMeat AmountNeural Heat Recovery RateMeditation Psyfocus GainNeural Heat Gain (Factor) Content added by the Royalty DLCIdeoligion Spread Chance Content added by the Ideology DLCGlobal Certainty Loss Factor Content added by the Ideology DLCTerror Content added by the Ideology DLCRaw Nutrition Multiplier Content added by the Biotech DLCLearning Rate Factor Content added by the Biotech DLCCancer Rate Factor Content added by the Biotech DLCFertility Content added by the Biotech DLCHemogen Gain Multiplier Content added by the Biotech DLC
Basics - Non Pawn
Construction Speed (Material Factor)Deterioration RateSell Price MultiplierBeautyOutdoor BeautyCleanlinessComfortWork To MakeFood Poison Chance (Food Stat)Shooting Accuracy (Turrets)Style Dominance Content added by the Ideology DLC
Mechanoid
EMP ResistanceBandwidth Cost Content added by the Biotech DLCEnergy Usage Multiplier Content added by the Biotech DLCWastepacks Per Recharge Content added by the Biotech DLCControl Taking Time Content added by the Biotech DLCRepair Energy Cost Content added by the Biotech DLC
Meditation
Meditation Psyfocus BonusMeditation Plant Growth Offset Content added by the Royalty DLC
Terrain
Cleaning Time MultiplierFilth Multiplier
Apparel
Armor - Material Effect MultiplierInsulation - Cold - Material Effect MultiplierInsulation - Heat - Material Effect MultiplierEquip DelayPack RadiusShield Recharge RateShield Max EnergyInsulation - HeatInsulation - ColdArmor - HeatArmor - BluntArmor - SharpJump Range Content added by the Royalty DLC
Weapon (Ranged)
Damage MultiplierRanged CooldownAccuracy (Long)Accuracy (Medium)Accuracy (Short)Accuracy (Close)
Weapon (Melee)
Melee Damage MultiplierMelee Weapon Average Armor PenetrationMelee Damage Per Second
Building
Research Speed FactorMax Power OutputMedical Tend Quality OffsetWork Speed FactorWork Efficiency FactorWork To BuildDoor Opening SpeedRest EffectivenessImmunity Gain Speed FactorRecreation PowerSurgery Success Chance FactorReading BonusTrap Spring ChanceTrap Melee DamageBiosculpter Pod Speed Factor Content added by the Ideology DLCAssembly Speed Factor Content added by the Biotech DLCBaby Play Power Content added by the Biotech DLCBirth Quality Offset Content added by the Biotech DLCGenetic Complexity Increase Content added by the Biotech DLC
Ability
Detection ChanceGoodwill ImpactEffect RadiusDurationRangePsyfocus CostNeural Heat GainCasting TimePsylink Level
Stuff Stat Factors (Multipliers when made of this)
Melee CooldownSharp DamageBlunt DamageInsulation - Heat (Material Factor)Insulation - Cold (Material Factor)Armor - Heat (Material Factor)Armor - Blunt (Material Factor)Armor - Sharp (Material Factor)
Mechanitor Content added by the Biotech DLC
Mech Bandwidth Content added by the Biotech DLCMech Control Groups Content added by the Biotech DLCMech Gestation Speed Content added by the Biotech DLCMech Remote Repair Distance Content added by the Biotech DLCMech Remote Shield Distance Content added by the Biotech DLCMech Remote Shield Energy Content added by the Biotech DLCMech Repair Speed Content added by the Biotech DLCSubcore Encoding Speed Content added by the Biotech DLCMech Work Speed Offset Content added by the Biotech DLC
Pawn - Combat
Stagger Time MultiplierRanged Cooldown MultiplierAiming TimePawn Trap Spring ChanceIncoming Damage MultiplierAccuracy Factor (Long)Accuracy Factor (Medium)Accuracy Factor (Short)Accuracy Factor (Close)Shooting Accuracy (Indoors Dark Content added by the Ideology DLCIndoors Lit Content added by the Ideology DLCOutdoors Dark Content added by the Ideology DLCOutdoors Lit Content added by the Ideology DLC) • Mortar Miss Radius MultiplierMelee Armor PenetrationMelee Dodge Chance (Indoors Dark Content added by the Ideology DLCIndoors Lit Content added by the Ideology DLCOutdoors Night Content added by the Ideology DLCOutdoors Day Content added by the Ideology DLC) • Melee Hit Chance (Indoors Dark Content added by the Ideology DLCIndoors Lit Content added by the Ideology DLCOutdoors Dark Content added by the Ideology DLCOutdoors Lit Content added by the Ideology DLC) • Melee DPSMelee Damage FactorMelee CooldownMelee Door Damage Factor Content added by the Biotech DLCShooting Accuracy Multiplier (Child) Content added by the Biotech DLC
Pawn - Social
Bond Chance FactorTrain Animal ChanceTame Animal ChanceArrest Success ChancePawn BeautySocial ImpactDrug Sell Price ImprovementTrade Price ImprovementNegotiation AbilitySuppression Power Content added by the Ideology DLCConversion Power Content added by the Ideology DLCSlave Suppression Fall Rate Content added by the Ideology DLCAnimal Products Price Improvement Content added by the Ideology DLC
Pawn - Misc
Biosculpter Occupant Speed Content added by the Ideology DLCGrowth Vat Occupant Speed Content added by the Biotech DLC
Pawn - Work
Cleaning Speed MultiplierButchery SpeedMechanoid Shredding SpeedHunting StealthResearch SpeedSmelting SpeedSmoothing SpeedAnimal Gather SpeedAnimal Gather YieldDrug Cooking SpeedDrug Synthesis SpeedButchery EfficiencyMechanoid Shredding EfficiencyCooking SpeedFood Poison ChancePlant Work SpeedPlant Harvest YieldDrug Crop Harvest YieldReading SpeedRepair Success ChanceConstruct Success ChanceConstruction SpeedMedical Tend SpeedMedical Tend QualityMedical Operation SpeedMedical Surgery Success ChanceMining SpeedDeep Drilling SpeedMining YieldGeneral Labor SpeedGlobal Work SpeedHacking Speed Content added by the Ideology DLCPruning Speed Content added by the Ideology DLCActivity Suppression Speed Content added by the Anomaly DLCStudy Efficiency Content added by the Anomaly DLCEntity Study Rate Content added by the Anomaly DLC
Psychic Ritual Content added by the Anomaly DLC
Psychic Ritual Quality Content added by the Anomaly DLCPsychic Ritual Quality Offset Content added by the Anomaly DLC
Containment Content added by the Anomaly DLC
Cold Containment Bonus Content added by the Anomaly DLCContainment Strength Content added by the Anomaly DLCMinimum Containment Strength Content added by the Anomaly DLC
Hidden
Bed Hunger Rate Multiplier

Stats Ask Query[edit]

Basics - Important
Basics - Non Pawn Important
Basics
Animals Learning FactorBeauty (Stat)Cancer Rate Factor Content added by the Biotech DLCCaravan Riding SpeedCarrying CapacityCleanliness (Stat)Comfort (Stat)Construction Speed (Material Factor)Crawl SpeedDeterioration RateEating SpeedFertility Content added by the Biotech DLCFilth RateFlammabilityFood Poison Chance (Food Stat)Foraged Food AmountGlobal Certainty Loss Factor Content added by the Ideology DLCGlobal Learning FactorHemogen Gain Multiplier Content added by the Biotech DLCHonor ValueIdeoligion Spread Chance Content added by the Ideology DLCImmunity Gain SpeedInjury Healing FactorLearning Rate FactorLeather AmountLifespan FactorMarket ValueMarket Value Ignoring HitpointsMassMax Hit PointsMax Install Count Content added by the Biotech DLCMax NutritionMaximum Comfortable TemperatureMeat AmountMedical PotencyMedical Tend Quality MaximumMeditation Psyfocus GainMental Break ThresholdMinimum Comfortable TemperatureMinimum Handling SkillMove SpeedNeural Heat Gain (Factor) Content added by the Royalty DLCNeural Heat LimitNeural Heat Limit OffsetNeural Heat Recovery RateNeural Heat Recovery Rate OffsetNutrition (Stat)Outdoor BeautyPain Shock ThresholdPsychic SensitivityPsychic Sensitivity FactorPsychic Sensitivity OffsetRaw Nutrition Multiplier Content added by the Biotech DLCRecreation Fall RateRest Rate MultiplierSell Price MultiplierShooting Accuracy (Turrets)Slave Suppression Offset Content added by the Ideology DLCSleep Fall RateStyle Dominance Content added by the Ideology DLCTerror (Source) Content added by the Ideology DLCToxic Environment ResistanceToxic ResistanceWork To Make
Basics - Pawn
Animals Learning FactorCancer Rate Factor Content added by the Biotech DLCCaravan Riding SpeedCarrying CapacityCrawl SpeedEating SpeedFertility Content added by the Biotech DLCFilth RateForaged Food AmountGlobal Certainty Loss Factor Content added by the Ideology DLCGlobal Learning FactorHemogen Gain Multiplier Content added by the Biotech DLCIdeoligion Spread Chance Content added by the Ideology DLCImmunity Gain SpeedInjury Healing FactorLearning Rate FactorLeather AmountLifespan FactorMax NutritionMaximum Comfortable TemperatureMeat AmountMeditation Psyfocus GainMental Break ThresholdMinimum Comfortable TemperatureMinimum Handling SkillMove SpeedNeural Heat Gain (Factor) Content added by the Royalty DLCNeural Heat LimitNeural Heat Recovery RatePain Shock ThresholdPsychic SensitivityRaw Nutrition Multiplier Content added by the Biotech DLCRecreation Fall RateRest Rate MultiplierSleep Fall RateToxic Environment ResistanceToxic Resistance
Basics - Non Pawn
Beauty (Stat)Cleanliness (Stat)Comfort (Stat)Construction Speed (Material Factor)Deterioration RateFood Poison Chance (Food Stat)Outdoor BeautySell Price MultiplierShooting Accuracy (Turrets)Style Dominance Content added by the Ideology DLCWork To Make
Mechanoid
Bandwidth Cost Content added by the Biotech DLCControl Taking Time Content added by the Biotech DLCEMP ResistanceEnergy Usage Multiplier Content added by the Biotech DLCRepair Energy Cost Content added by the Biotech DLCWastepacks Per Recharge Content added by the Biotech DLC
Meditation
Meditation Plant Growth Offset Content added by the Royalty DLCMeditation Psyfocus Bonus
Terrain
Cleaning Time MultiplierFilth Multiplier
Apparel
Armor - BluntArmor - HeatArmor - Material Effect MultiplierArmor - SharpEquip DelayInsulation - ColdInsulation - Cold - Material Effect MultiplierInsulation - HeatInsulation - Heat - Material Effect MultiplierJump Range Content added by the Royalty DLCPack RadiusShield Max EnergyShield Recharge Rate
Weapon (Ranged)
Accuracy (Close)Accuracy (Long)Accuracy (Medium)Accuracy (Short)Ranged CooldownRanged Damage Multiplier
Weapon (Melee)
Melee Damage Multiplier
Building
Assembly Speed Factor Content added by the Biotech DLCBaby Play Power Content added by the Biotech DLCBiosculpter Pod Speed Factor Content added by the Ideology DLCBirth Quality Offset Content added by the Biotech DLCProperty:Building Size CategoryDoor Opening SpeedGenetic Complexity Increase Content added by the Biotech DLCImmunity Gain Speed FactorMax Power OutputMedical Tend Quality OffsetReading BonusRecreation PowerResearch Speed FactorRest EffectivenessSurgery Success Chance FactorTrap Melee DamageTrap Spring ChanceWork Efficiency FactorWork Speed FactorWork To Build
Ability
Casting TimeDurationEffect RadiusGoodwill ImpactNeural Heat GainPsyfocus CostPsylink Level Content added by the Royalty DLCRange (Ability)
Stuff Stat Factors (Multipliers when made of this)
Armor - Blunt (Material Factor)Armor - Heat (Material Factor)Armor - Sharp (Material Factor)Blunt DamageInsulation - Cold (Material Factor)Insulation - Heat (Material Factor)Melee CooldownSharp Damage
Mechanitor
Mech Bandwidth Content added by the Biotech DLCMech Control Groups Content added by the Biotech DLCMech Gestation Speed Content added by the Biotech DLCMech Remote Repair Distance Content added by the Biotech DLCMech Remote Shield Distance Content added by the Biotech DLCMech Remote Shield Energy Content added by the Biotech DLCMech Repair Speed Content added by the Biotech DLCMech Work Speed Offset Content added by the Biotech DLCSubcore Encoding Speed Content added by the Biotech DLC
Pawn - Combat
Accuracy Factor (Close)Accuracy Factor (Long)Accuracy Factor (Medium)Accuracy Factor (Short)Aiming TimeIncoming Damage MultiplierMelee Armor PenetrationMelee Cooldown (Pawn)Melee DPSMelee Damage FactorMelee Dodge ChanceMelee Dodge Chance Indoors Dark Content added by the Ideology DLCMelee Dodge Chance Indoors Lit Content added by the Ideology DLCMelee Dodge Chance Outdoors Day Content added by the Ideology DLCMelee Dodge Chance Outdoors Night Content added by the Ideology DLCMelee Door Damage Factor Content added by the Biotech DLCMelee Hit ChanceMelee Hit Chance Indoors Dark Content added by the Ideology DLCMelee Hit Chance Indoors Lit Content added by the Ideology DLCMelee Hit Chance Outdoors Dark Content added by the Ideology DLCMelee Hit Chance Outdoors Lit Content added by the Ideology DLCMortar Miss Radius MultiplierPawn Trap Spring ChanceRanged Cooldown Multiplier Content added by the Biotech DLCShooting Accuracy Indoors Dark Content added by the Ideology DLCShooting Accuracy Indoors Lit Content added by the Ideology DLCShooting Accuracy Multiplier (Child) Content added by the Biotech DLCShooting Accuracy Outdoors Dark Content added by the Ideology DLCShooting Accuracy Outdoors Lit Content added by the Ideology DLCStagger Time Multiplier
Pawn - Social
Animal Products Price Improvement Content added by the Ideology DLCArrest Success ChanceBeauty (Pawn)Bond Chance FactorConversion PowerDrug Sell Price ImprovementNegotiation AbilitySlave Suppression Fall Rate Content added by the Ideology DLCSocial ImpactSuppression PowerTame Animal ChanceTrade Price ImprovementTrain Animal Chance
Pawn - Misc
Biosculpter Occupant Speed Content added by the Ideology DLCGrowth Vat Occupant Speed Content added by the Biotech DLC
Pawn - Work
Activity Suppression Speed Content added by the Anomaly DLCAnimal Gather SpeedAnimal Gather YieldButchery EfficiencyButchery SpeedCleaning Speed MultiplierConstruct Success ChanceConstruction SpeedCooking SpeedDeep Drilling SpeedDrug Cooking SpeedDrug Crop Harvest YieldDrug Synthesis SpeedEntity Study Rate Content added by the Anomaly DLCFood Poison ChanceGeneral Labor SpeedGlobal Work SpeedHacking Speed Content added by the Ideology DLCHunting StealthMechanoid Shredding EfficiencyMechanoid Shredding SpeedMedical Operation SpeedMedical Surgery Success ChanceMedical Tend QualityMedical Tend SpeedMining SpeedMining YieldPlant Harvest YieldPlant Work SpeedPruning Speed Content added by the Ideology DLCReading SpeedRepair Success ChanceResearch SpeedShooting AccuracySmelting SpeedSmoothing SpeedStudy Efficiency Content added by the Anomaly DLC
Psychic Ritual
Psychic Ritual Quality Content added by the Anomaly DLCPsychic Ritual Quality Offset Content added by the Anomaly DLC
Containment
Property:Anomaly Knowledge Content added by the Anomaly DLCProperty:Base Escape Interval Mtb Days Content added by the Anomaly DLCProperty:Bioferrite Density Content added by the Anomaly DLCCold Containment Bonus Content added by the Anomaly DLCProperty:Containment FactorProperty:Containment StrengthContainment Strength Content added by the Anomaly DLCProperty:Gets Cold Containment Bonus Content added by the Anomaly DLCProperty:Knowledge Category Content added by the Anomaly DLCProperty:Minimum Containment Strength Content added by the Anomaly DLCMinimum Containment Strength Content added by the Anomaly DLCProperty:Minimum Monolith Level For Study Content added by the Anomaly DLCProperty:Requires Holding Platform Content added by the Anomaly DLCProperty:Requires ImprisonmentProperty:Studiable Frequency Ticks Content added by the Anomaly DLC

Stats Nav[edit]

normal[edit]


wide[edit]


Merged Stat Subpages[edit]

DefName
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • Def Name:
    MaxHitPoints
  • Label:
    max hit points
The maximum hit points of an object.

This represents how much damage it can take before being destroyed.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 100%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • Def Name:
    Mass
  • Label:
    mass
The physical mass of an object.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwoOrThree
  • Format String: {0} kg
  • Minified Thing Inherits: true
  • Show On Unhaulables: false
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_GearAndInventoryMass
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_AddedBodyPartsMass
1500
  • Def Name:
    MarketValue
  • Label:
    market value
The market value of an object.

The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)
2510
  • Def Name:
    MarketValueIgnoreHp
  • Label:
    market value ignoring hitpoints
-
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
  • Always Hide: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
  • Def Name:
    SellPriceFactor
  • Label:
    sell price multiplier
A multiplier on the price at which you can sell items.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show On Untradeables: false
- 2509
  • Def Name:
    RoyalFavorValue
  • Label:
    honor value
The amount of honor your trader will earn for giving this to a tribute collector.
  • Display Order:
    1
  • Def Name:
    BasicsImportant
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatMaxThree
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
- 2508
  • Def Name:
    Flammability
  • Label:
    flammability
How easily an object catches fire and how quickly a fire will grow as it burns.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 2
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Minified Thing Inherits: true
- 3000
  • Def Name:
    WorkToMake
  • Label:
    work to make
The base amount of work it takes to make an item, once all materials are gathered.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3100
  • Def Name:
    DeteriorationRate
  • Label:
    deterioration rate
The rate at which this item deteriorates when left outside, in average hit points per day.

Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • Format String: {0} / day
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 200%
      • Factor Poor: 150%
      • Factor Normal: 100%
      • Factor Good: 80%
      • Factor Excellent: 60%
      • Factor Masterwork: 30%
      • Factor Legendary: 10%
    • StatPart_EnvironmentalEffects:
      • Factor Offset Unroofed: +50%
      • Factor Offset Outdoors: +50%
      • Protected By Edifice Factor: 0%
    • StatPart_PollutionContent added by the Biotech DLC:
      • Multiplier: 150%
    • StatPart_NoxiousHazeContent added by the Biotech DLC:
      • Multiplier: 300%
    • StatPart_ToxicFallout:
      • Multiplier: 300%
    • StatPart_NearHarbingerTreeContent added by the Anomaly DLC:
      • Multiplier: 200%
    • StatPart_ShamblerCorpseContent added by the Anomaly DLC:
      • Multiplier: 500%
2500
  • Def Name:
    Beauty
  • Label:
    beauty
How enjoyable an object is to look at.

Beautiful objects fulfill characters' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    BeautyOutdoors
  • Label:
    outdoor beauty
How enjoyable something is to look at if it's outside.

Beautiful objects fulfill peoples' need for beauty.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    Cleanliness
  • Label:
    cleanliness
How much an object contributes to an area's cleanliness score.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Apply Factors If Negative: false
- 3000
  • Def Name:
    Comfort
  • Label:
    comfort
How comfortable an object is to sit or lay on.

Using comfortable objects fulfills a character's need for comfort.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show If Undefined: false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • To String Style: FloatTwo
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
3000
  • Def Name:
    Nutrition
  • Label:
    nutrition
How nutritious this food is.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • To String Style: FloatTwo
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_IsFlesh
    • StatPart_IsCorpseFresh
3000
  • Def Name:
    FoodPoisonChanceFixedHuman
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (food stat)
The chance this food will cause food poisoning.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentZero
  • Parts:
    • StatPart_MaxChanceIfRotting
4000
  • Def Name:
    ShootingAccuracyTurret
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    shooting accuracy (turrets)
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.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_ShootingAccuracy
  • Default Base Value: 96%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Show If Undefined: false
- 4000


  • Def Name:
    MedicalPotency
  • Label:
    medical potency
How effective this is when used to tend wounds and diseases, or do surgery.

Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 20%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4000
  • Def Name:
    MedicalQualityMax
  • Label:
    medical tend quality maximum
The maximum quality of medical tending that can be achieved while using this.

Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
  • Display Order:
    2
  • Def Name:
    BasicsNonPawnImportant
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4010
  • Def Name:
    ConstructionSpeedFactor
  • Label:
    construction speed
  • Label For Full Stat List:
    construction speed (material factor)
The speed at which buildings made of this are constructed is multiplied by this value.

Some materials, like stone, are slow to build from, while others, like wood, are fast.
  • Display Order:
    12
  • Def Name:
    BasicsNonPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 2500
  • Def Name:
    MeditationFocusStrength
  • Label:
    meditation psyfocus bonus
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.

For some objects, this number can change depending on the surroundings and the person doing the meditating.
  • Display Order:
    13
  • Def Name:
    Meditation
  • Label:
    Meditation
  • Display All By Default:
    true
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Worker Class: StatWorker_PossibleCompOffsets
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show Zero Base Value: true
- 4010
  • Def Name:
    PsychicSensitivityOffset
  • Label:
    psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Cacheable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 50%
      • Factor Poor: 66%
      • Factor Normal: 83%
      • Factor Good: 100%
      • Factor Excellent: 116%
      • Factor Masterwork: 132%
      • Factor Legendary: 150%
      • apply To Negative Values: true
3500
  • Def Name:
    PsychicSensitivityFactor
  • Label:
    psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
- 3500
  • Def Name:
    PsychicEntropyMaxOffset
  • Label:
    neural heat limit offset
An offset applied to the user's neural heat limit.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3525
  • Def Name:
    PsychicEntropyRecoveryRateOffset
  • Label:
    neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
  • Display Order:
    10
  • Def Name:
    Basics
  • Label:
    Basics
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Format String: {0}/s
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3550
  • Def Name:
    FilthMultiplier
  • Label:
    filth multiplier
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • Def Name:
    CleaningTimeFactor
  • Label:
    cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
  • Display Order:
    13
  • Def Name:
    Terrain
  • Label:
    terrain
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0.1%
  • Show On Pawns: false
  • To String Style: PercentZero
- -


  • Def Name:
    StuffEffectMultiplierArmor
  • Label:
    Armor - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • Def Name:
    StuffEffectMultiplierInsulation_Cold
  • Label:
    Insulation - Cold - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • Def Name:
    StuffEffectMultiplierInsulation_Heat
  • Label:
    Insulation - Heat - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 3
  • Def Name:
    ArmorRating_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (armor stat)
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
100
  • Def Name:
    ArmorRating_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (armor stat)
The protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
99
  • Def Name:
    ArmorRating_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (armor stat)
The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
98
  • Def Name:
    Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.

Greater values allow surviving in colder temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
  • Cacheable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
90
  • Def Name:
    Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (armor stat)
How much this apparel improves a wearer's maximum comfortable temperature.

Greater values allow surviving in warmer temperatures.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
89
  • Def Name:
    EnergyShieldEnergyMax
  • Label:
    Shield max energy
The maximum energy a shield can have at one time.

More energy absorbs more damage.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 60%
      • Factor Poor: 80%
      • Factor Normal: 100%
      • Factor Good: 120%
      • Factor Excellent: 140%
      • Factor Masterwork: 170%
      • Factor Legendary: 210%
70
  • Def Name:
    EnergyShieldRechargeRate
  • Label:
    Shield recharge rate
The rate at which a shield gains energy as long as it is not broken.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • Default Base Value: 45%
  • To String Style: PercentZero
  • Format String: {0}/s
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 120%
      • Factor Legendary: 130%
69
  • Def Name:
    PackRadius
  • Label:
    Effect radius
The area affected when this pack detonates.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Min Value: 0%
  • To String Style: FloatOne
  • Format String: {0} c
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 84%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 116%
      • Factor Masterwork: 130%
      • Factor Legendary: 150%
60
  • Def Name:
    EquipDelay
  • Label:
    equip delay
The time it takes to equip and unequip this item.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50


  • Def Name:
    AccuracyTouch
  • Label:
    Accuracy (close)
The weapon's accuracy at a distance of 3 cells or less.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5110
  • Def Name:
    AccuracyShort
  • Label:
    Accuracy (short)
The weapon's accuracy at a distance of 12 cells.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5109
  • Def Name:
    AccuracyMedium
  • Label:
    Accuracy (medium)
The weapon's accuracy at a distance of 25 cells.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5108
  • Def Name:
    AccuracyLong
  • Label:
    Accuracy (long)
The weapon's accuracy at a distance of 40 cells or more.

An actual shot's chance to hit will also be affected by other factors.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
5107
  • Def Name:
    RangedWeapon_Cooldown
  • Label:
    ranged cooldown
How long it takes to recover after firing this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: FloatTwo
  • Format String: {0} s
  • Show If Undefined: false
  • Scenario Randomizable: true
- 5106
  • Def Name:
    RangedWeapon_DamageMultiplier
  • Label:
    damage multiplier
A damage multiplier applied to projectiles fired from this weapon.
  • Display Order:
    44
  • Def Name:
    Weapon_Ranged
  • Label:
    Weapon (ranged)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 100%
      • Factor Normal: 100%
      • Factor Good: 100%
      • Factor Excellent: 100%
      • Factor Masterwork: 125%
      • Factor Legendary: 150%
5105


  • Def Name:
    MeleeWeapon_AverageDPS
  • Label:
    melee damage per second
Average damage dealt per second in melee combat, if all attacks hit.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageDPS
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
- 5010
  • Def Name:
    MeleeWeapon_AverageArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration in melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeAverageArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
- 5009
  • Def Name:
    MeleeWeapon_DamageMultiplier
  • Label:
    melee damage multiplier
A damage multiplier applied to melee combat.
  • Display Order:
    48
  • Def Name:
    Weapon_Melee
  • Label:
    Weapon (melee)
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 80%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 110%
      • Factor Excellent: 120%
      • Factor Masterwork: 145%
      • Factor Legendary: 165%
5008
  • Def Name:
    MeleeWeapon_CooldownMultiplier
  • Label:
    melee cooldown
A multiplier on attack delay for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4504
  • Def Name:
    SharpDamageMultiplier
  • Label:
    sharp damage
A multiplier on damage from sharp-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4505
  • Def Name:
    BluntDamageMultiplier
  • Label:
    blunt damage
A multiplier on damage from blunt-type attacks for weapons made of this material.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4506


  • Def Name:
    WorkToBuild
  • Label:
    work to build
The base amount of work it takes to build a structure, once all materials are gathered.

The work required to deconstruct the structure is also based on this.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3101
  • Def Name:
    DoorOpenSpeed
  • Label:
    door opening speed
The speed at which the door opens when unpowered.

Slow doors will slow down everyone who uses them.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentZero
- 3102
  • Def Name:
    BedRestEffectiveness
  • Label:
    rest effectiveness
How fast people sleeping on this gain rest.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 40%
  • Value If Missing: 0.8
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 86%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 114%
      • Factor Masterwork: 125%
      • Factor Legendary: 160%
4000
  • Def Name:
    TrapMeleeDamage
  • Label:
    trap melee damage
How much damage this trap does on average per hit. Each trap hits multiple times.

The actual damage in any instance will vary randomly.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeDamageAmountTrap
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: Integer
  • Show If Undefined: false
- 5001
  • Def Name:
    TrapSpringChance
  • Label:
    trap spring chance
The likelihood that the trap will spring when an unaware creature passes over it.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5000
  • Def Name:
    ResearchSpeedFactor
  • Label:
    research speed factor
The speed at which people do research is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 25%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%
    • StatPart_WorkTableTemperature
    • StatPart_RoomStat:
    • StatPart_RoomStat:
1000
  • Def Name:
    MedicalTendQualityOffset
  • Label:
    medical tend quality offset
Medical tend quality is offset by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Hide At Value: 0%
- 2000
  • Def Name:
    ImmunityGainSpeedFactor
  • Label:
    immunity gain speed factor
Immunity gain speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 50%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 4000
  • Def Name:
    PowerPlantMaxPowerOuput
  • Label:
    max power output
The maximum power that this generator can output in ideal conditions.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_MaxPowerOutput
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Show On Non Power Plants: false
- 1000
  • Def Name:
    WorkTableWorkSpeedFactor
  • Label:
    work speed factor
Work speed is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Parts:
    • StatPart_WorkTableUnpowered
    • StatPart_WorkTableTemperature
    • StatPart_WorkTableOutdoors
3000
  • Def Name:
    WorkTableEfficiencyFactor
  • Label:
    work efficiency factor
Work efficiency is multiplied by this value.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Hide At Value: 100%
- 3000
  • Def Name:
    JoyGainFactor
  • Label:
    recreation power
How effectively this item entertains people and fulfills the need for recreation.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 140%
      • Factor Legendary: 180%
4010
  • Def Name:
    SurgerySuccessChanceFactor
  • Label:
    surgery success chance factor
A multiplier to the chance that a surgery will succeed when performed here.

Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_SurgerySuccessChanceFactor
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 85%
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 115%
      • Factor Legendary: 130%
4100
  • Def Name:
    RoomReadingBonus
  • Label:
    reading bonus
Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
  • Display Order:
    50
  • Def Name:
    Building
  • Label:
    Building
  • Display All By Default:
    false
  • Worker Class: StatWorker_RoomReadingBonus
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: PercentZero
  • Parts:
    • StatPart_RoomStat:
4200


  • Def Name:
    Ability_CastingTime
  • Label:
    casting time
How long it takes to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Format String: {0} s
  • To String Style: FloatOne
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1004
  • Def Name:
    Ability_EntropyGain
  • Label:
    neural heat gain
How much neural heat will be added as a result of performing this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 500%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1003
  • Def Name:
    Ability_PsyfocusCost
  • Label:
    psyfocus cost
How much psyfocus must be spent to perform this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Worker Class: StatWorker_PsyfocusCost
  • To String Style: PercentOne
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1002
  • Def Name:
    Ability_Range
  • Label:
    range
The maximum distance to a target of this ability, or to the center of the target location.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 2500%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 1001
  • Def Name:
    Ability_Duration
  • Label:
    duration
How long the effects of this ability last.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Format String: {0} s
  • Show If Undefined: false
- 999
  • Def Name:
    Ability_EffectRadius
  • Label:
    effect radius
The radius of the area of effect of this ability.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 998
  • Def Name:
    Ability_GoodwillImpact
  • Label:
    goodwill impact
How casting this ability on someone will impact relations with their faction.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 997
  • Def Name:
    Ability_DetectChancePerEntropy
  • Label:
    detection chance
The likelihood of this psychic power being detected when it is used.

Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
  • Display Order:
    60
  • Def Name:
    Ability
  • Label:
    Ability
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Hide At Value: 0%
  • To String Style: PercentZero
996


  • Def Name:
    StuffPower_Armor_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (material factor)
Armor against sharp damage like bullets, knife stabs, and animal bites.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4510
  • Def Name:
    StuffPower_Armor_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (material factor)
Armor against blunt damage like club impacts, rock falls, and explosions.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4509
  • Def Name:
    StuffPower_Armor_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (material factor)
Armor against temperature-related damage like burns.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4508
  • Def Name:
    StuffPower_Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (material factor)
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4507
  • Def Name:
    StuffPower_Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (material factor)
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
  • Display Order:
    74
  • Def Name:
    StuffStatFactors
  • Label:
    Multipliers when made of this
  • Display All By Default:
    true
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4506


  • Def Name:
    MeleeDPS
  • Label:
    melee DPS
Average damage per second in melee combat.

This stat ignores target defenses like dodging and armor.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeDPS
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 5100
  • Def Name:
    MeleeDamageFactor
  • Label:
    melee damage factor
A multiplier on the amount of melee damage inflicted by this person.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Parts:
    • StatPart_ShamblerCrawlingContent added by the Anomaly DLC:
      • Factor: 75%
5200
  • Def Name:
    MeleeCooldownFactor
  • Label:
    melee cooldown
A multiplier on the time this creature takes to recover after making a melee attack.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5201
  • Def Name:
    MeleeArmorPenetration
  • Label:
    melee armor penetration
Average armor penetration of all attacks in melee combat.

This stat includes currently used weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeleeArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 4100
  • Def Name:
    MeleeHitChance
  • Label:
    melee hit chance
Chance to hit a target in melee.

The target can still dodge even if we would've hit.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Never Disabled: true
  • Default Base Value: 0%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 4
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)
4100
  • Def Name:
    MeleeDodgeChance
  • Label:
    melee dodge chance
Chance to dodge a melee attack that would've otherwise hit.

Characters will not dodge while aiming or firing a ranged weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Never Disabled: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • No Skill Offset: 0
  • Show Developmental Stage Filter: Child, Adult
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
    • Capacity: Moving
      • Scale: 18
    • Capacity: Sight
      • Scale: 8
      • Max: 140%
  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)
4100
  • Def Name:
    RangedCooldownFactor
  • Label:
    ranged cooldown multiplier
A multiplier on the cooldown between bursts when using a ranged weapon.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 1%
  • Hide At Value: 100%
- 1205
  • Def Name:
    ShootingAccuracyPawn
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    shooting accuracy (people)
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.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Worker Class: StatWorker_ShootingAccuracy
  • Show On Animals: false
  • Show On Entities: false
  • Show Developmental Stage Filter: Child, Adult
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 8
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.70)
      • (-10, 0.80)
      • (-6, 0.83)
      • (-4, 0.85)
      • (-2, 0.87)
      • (0, 0.89)
      • (2, 0.93)
      • (4, 0.94)
      • (6, 0.95)
      • (8, 0.96)
      • (10, 0.97)
      • (12, 0.975)
      • (14, 0.98)
      • (16, 0.98333)
      • (18, 0.98666)
      • (20, 0.99)
      • (22, 0.9925)
      • (26, 0.995)
      • (30, 0.9965)
      • (40, 0.998)
      • (60, 0.999)
4050
  • Def Name:
    ShootingAccuracyFactor_Touch
  • Label:
    accuracy factor (close)
A multiplier on accuracy at a distance of 3 cells or less.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4049
  • Def Name:
    ShootingAccuracyFactor_Short
  • Label:
    accuracy factor (short)
A multiplier on accuracy at a distance of 12 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4048
  • Def Name:
    ShootingAccuracyFactor_Medium
  • Label:
    accuracy factor (medium)
A multiplier on accuracy at a distance of 25 cells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4047
  • Def Name:
    ShootingAccuracyFactor_Long
  • Label:
    accuracy factor (long)
A multiplier on accuracy at a distance of 40 cells or more.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- 4046
  • Def Name:
    AimingDelayFactor
  • Label:
    aiming time
How long it takes to shoot after choosing a target.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Entities: false
  • Show Developmental Stage Filter: Child, Adult
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)
4040
  • Def Name:
    MortarMissRadiusFactor
  • Label:
    Mortar miss radius multiplier
  • Label For Full Stat List:
    Mortar miss radius multiplier
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 0
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 20%
      • Bonus Per Level: +-2.5%
  • Capacity Offsets:
4060
  • Def Name:
    PawnTrapSpringChance
  • Label:
    trap spring chance
Chance to spring a trap the character is unaware of.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4047
  • Def Name:
    IncomingDamageFactor
  • Label:
    incoming damage multiplier
A multiplier on all incoming damage.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
- 4048
  • Def Name:
    StaggerDurationFactor
  • Label:
    stagger time multiplier
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
  • Display Order:
    110
  • Def Name:
    PawnCombat
  • Label:
    Combat
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
- 1200


  • Def Name:
    NegotiationAbility
  • Label:
    negotiation ability
How effective this person is as a negotiator.

This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 40%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 40%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
2600
  • Def Name:
    PawnBeauty
  • Label:
    beauty
How physically attractive this person is. This affects social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: FloatOne
- 2000
  • Def Name:
    ArrestSuccessChance
  • Label:
    Arrest success chance
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 60%
  • Max Value: 1
  • Value If Missing: 0.4
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Manipulation
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)
2000
  • Def Name:
    TradePriceImprovement
  • Label:
    trade price improvement
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 0.395
  • Display Max When Above Or Equal: true
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 0%
      • Bonus Per Level: +1.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
  • Parts:
    • StatPart_PlayerFactionLeader:
      • Offset: +2%
2599
  • Def Name:
    DrugSellPriceImprovement
  • Label:
    drug sell price improvement
When this person sells non-medical drugs, prices are improved by this percentage.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2560
  • Def Name:
    SocialImpact
  • Label:
    social impact
A multiplier on how much other people are affected by this person's social interactions.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentTwo
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 82%
      • Bonus Per Level: +2.75%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
2000
  • Def Name:
    TameAnimalChance
  • Label:
    tame animal chance
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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +3%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • Def Name:
    TrainAnimalChance
  • Label:
    train animal chance
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.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 10%
      • Bonus Per Level: +5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 70%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1900
  • Def Name:
    BondAnimalChanceFactor
  • Label:
    bond chance factor
A multiplier on the chance to bond with an animal when interacting with it.
  • Display Order:
    120
  • Def Name:
    PawnSocial
  • Label:
    Social
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentTwo
- 1890


  • 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
  • Def Name:
    CrawlSpeed
  • Label:
    crawl speed
Speed of crawling in cells per second.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0.6
  • Min Value: 0
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Format String: {0} c/s
2499
  • Def Name:
    MentalBreakThreshold
  • Label:
    mental break threshold
As long as someone's mood is below this level, they are in danger of having a mental break.

The severity of the mental break will depend on how far below the threshold they are.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 35%
  • Min Value: 1%
  • Max Value: 0.50
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Scenario Randomizable: true
- 2000
  • Def Name:
    PsychicSensitivity
  • Label:
    psychic sensitivity
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Min Value: 0%
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: PsychicSensitivityOffset
      • Include Weapon: true
    • StatPart_GearStatFactor:
      • Apparel Stat: PsychicSensitivityFactor
      • Include Weapon: true
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_BlindPsychicSensitivityOffset Content added by the Ideology DLC
3500
  • Def Name:
    ToxicResistance
  • Label:
    toxic resistance
How well this creature resists toxic buildup.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
- 3451
  • Def Name:
    GlobalLearningFactor
  • Label:
    global learning factor
A multiplier on the learning rate for all skills.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    BedHungerRateFactor
  • Label:
    bed hunger rate multiplier
- -
  • Always Hide: true
  • Min Value: 0%
  • To String Style: PercentZero
  • Default Base Value: 100%
- -
  • Def Name:
    RestRateMultiplier
  • Label:
    rest rate multiplier
A multiplier on how quickly a creature rests while sleeping.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 5%
  • Scenario Randomizable: true
  • Show On Mechanoids: false
2501
  • Def Name:
    EatingSpeed
  • Label:
    eating speed
A multiplier on eating speed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Hide At Value: 100%
  • Min Value: 15%
  • Show On Mechanoids: false
  • Show On Entities: false
1000
  • Def Name:
    ComfyTemperatureMin
  • Label:
    min comfortable temperature
Below this temperature, characters will be unhappy.

Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 0%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
2010
  • Def Name:
    ComfyTemperatureMax
  • Label:
    max comfortable temperature
Above this temperature, characters will be unhappy.

Significantly above this temperature, they will develop heatstroke and eventually die.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 4000%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Heat
2010
  • Def Name:
    ImmunityGainSpeed
  • Label:
    immunity gain speed
The speed at which this character gains immunity to diseases.

If this is too slow, the character will die from a disease before developing immunity.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Mechanoids: false
  • Capacity Factors:
  • Parts:
    • StatPart_Food:
      • Factor Urgently Hungry: 90%
      • Factor Starving: 70%
    • StatPart_Rest:
      • Factor Tired: 96%
      • Factor Very Tired: 92%
      • Factor Exhausted: 80%
    • StatPart_BedStat:
    • StatPart_Resting:
      • Factor: 110%
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)
2000
  • Def Name:
    InjuryHealingFactor
  • Label:
    injury healing factor
The multiplier applied to a person's injury healing rate.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 0%
  • Hide At Value: 100%
  • Parts:
    • StatPart_DeathrestingContent added by the Biotech DLC
      • Factor: 500%
2201
  • Def Name:
    CarryingCapacity
  • Label:
    carrying capacity
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.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Entities: false
  • Default Base Value: 7500%
  • Min Value: 100%
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
  • Capacity Factors:
2203
  • Def Name:
    MeatAmount
  • Label:
    meat amount
The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_MeatAmount
  • Default Base Value: 14000%
  • Min Value: 0%
  • Show On Mechanoids: false
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
    • StatPart_Difficulty_ButcherYield
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3552
  • Def Name:
    LeatherAmount
  • Label:
    leather amount
The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_LeatherAmount
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Hide At Value: 0%
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3551
  • Def Name:
    MinimumHandlingSkill
  • Label:
    minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_MinimumHandlingSkill
  • Default Base Value: 0%
  • Min Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show On Non Wild Man Humanlikes: false
  • Parts:
    • StatPart_WildManOffset:
      • Offset: +7
1500
  • Def Name:
    PainShockThreshold
  • Label:
    pain shock threshold
The pain level at which this creature is downed from pain.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 1%
  • Max Value: 0.99
  • Default Base Value: 80%
  • To String Style: PercentZero
  • Show On Mechanoids: false
- 2000
  • Def Name:
    ForagedNutritionPerDay
  • Label:
    foraged food amount
The amount of nutrition this person will automatically forage per day while traveling by caravan.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0%
  • Default Base Value: 0%
  • To String Style: FloatMaxTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 0%
      • Bonus Per Level: +9%
  • Capacity Factors:
1000
  • Def Name:
    FilthRate
  • Label:
    filth rate
How much filth this creature produces.

It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatOne
- 2205
  • Def Name:
    AnimalsLearningFactor
  • Label:
    animals learning factor
A multiplier on the learning rate for animals skill.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • Def Name:
    CaravanRidingSpeedFactor
  • Label:
    caravan riding speed
The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Worker Class: StatWorker_CaravanRidingSpeedFactor
  • Show If Undefined: false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 100%
- 2203
  • Def Name:
    MaxNutrition
  • Label:
    max nutrition
The amount of nutrition needed to completely fill this creature's stomach.
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: FloatMaxTwo
  • Show On Mechanoids: false
  • Show On Entities: false
  • Cacheable: true
  • Parts:
    • StatPart_BodySize
    • StatPart_LifeStageMaxFood
2501
  • Def Name:
    LifespanFactor
  • Label:
    lifespan factor
Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2000
  • Def Name:
    MeditationFocusGainContent added by the Royalty DLC,Content added by the Biotech DLC
  • Label:
    meditation psyfocus gain
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
  • Default Base Value: 50%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show If Mods Loaded Any:
    • Biotech Content added by the Biotech DLC
4010
  • Def Name:
    PsychicEntropyMax
  • Label:
    neural heat limit
The maximum amount of neural heat individual can tolerate safely.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Default Base Value: 3000%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Stat Factors:
  • Parts:
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyMaxOffset
      • Include Weapon: true
3500
  • Def Name:
    PsychicEntropyRecoveryRate
  • Label:
    neural heat recovery rate
The rate at which this person reduces neural heat.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • Min Value: 0
  • Hide At Value: 0
  • Default Base Value: 0.54
  • To String Style: FloatTwo
  • Format String: {0}/s
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Parts:
    • StatPart_Pain:
      • Factor: 300%
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyRecoveryRateOffset
      • Include Weapon: true
4000
  • Def Name:
    ToxicEnvironmentResistance
  • Label:
    toxic environment resistance
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 1
- 3450
  • Def Name:
    RestFallRateFactor
  • Label:
    sleep fall rate
A multiplier on the speed that a person's sleep need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • Def Name:
    EMPResistance
  • Label:
    EMP resistance
This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
  • Display Order:
    13
  • Def Name:
    Mechanoid
  • Label:
    Mechanoid
  • Display All By Default:
    true
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 2030
  • Def Name:
    JoyFallRateFactor
  • Label:
    recreation fall rate
A multiplier on the speed that a person's recreation need falls.
  • Display Order:
    11
  • Def Name:
    BasicsPawn
  • Label:
    Basics
  • Display All By Default:
    false
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -


  • Def Name:
    WorkSpeedGlobal
  • Label:
    global work speed
A multiplier on a character's speed at doing any kind of work.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Player Mechanoids: true
  • 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_SlaveContent added by the Ideology DLC:
      • Factor: 85%
    • StatPart_OverseerStatOffsetContent added by the Biotech DLC:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)
5000
  • Def Name:
    MiningSpeed
  • Label:
    mining speed
A speed at which this person mines away walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4900
  • Def Name:
    DeepDrillingSpeed
  • Label:
    deep drilling speed
A speed at which this person uses a deep drill to extract underground resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4901
  • Def Name:
    MiningYield
  • Label:
    mining yield
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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.25
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Mining
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.8
        • 0.85
        • 0.9
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4902
  • Def Name:
    SmoothingSpeed
  • Label:
    smoothing speed
A multiplier on the speed at which this person smooths rough stone floors and walls.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Capacity Factors:
4500
  • Def Name:
    ResearchSpeed
  • Label:
    research speed
How fast this person performs research and how quickly they can find things using scanning equipment.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Min Value: 10%

  • Capacity Factors:
4500
  • Def Name:
    AnimalGatherSpeed
  • Label:
    animal gather speed
The speed at which this person milks, shears, and otherwise gathers resources from animals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4501
  • Def Name:
    AnimalGatherYield
  • Label:
    animal gather yield
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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Animals
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4502
  • Def Name:
    PlantWorkSpeed
  • Label:
    plant work speed
The speed at which this person sows and harvests plants.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 8%
      • Bonus Per Level: +11.5%
4550
  • Def Name:
    PlantHarvestYield
  • Label:
    plant harvest yield
The yield this person gets when harvesting plants.

Low yields give a chance that this person will accidentally waste the harvest.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Plants
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4551
  • Def Name:
    DrugHarvestYield
  • Label:
    drug crop harvest yield
The yield this person gets when harvesting drug crops.

Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
4552
  • Def Name:
    HuntingStealth
  • Label:
    hunting stealth
This stat reduces the chance of hunted animals attacking the hunter.

A 0% score means no reduction.
A 100% score means animals never attack.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0%
      • Bonus Per Level: +5%
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 0%
      • Bonus Per Level: +5%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)
4500
  • Def Name:
    ConstructionSpeed
  • Label:
    construction speed
The speed at which this person constructs and repairs buildings.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
4602
  • Def Name:
    ConstructSuccessChance
  • Label:
    construct success chance
The chance that this person will succeed in constructing something.
Failing means wasting time and resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4601
  • Def Name:
    FixBrokenDownBuildingSuccessChance
  • Label:
    repair success chance
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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4600
  • Def Name:
    CleaningSpeed
  • Label:
    cleaning speed multiplier
A multiplier on how fast this cleans up filth from the ground.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 10%
  • Show Developmental Stage Filter: Child, Adult
  • Show On Player Mechanoids: true
  • To String Style: PercentZero
2500
  • Def Name:
    ReadingSpeed
  • Label:
    reading speed
A multiplier on how fast this person can read.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Show Developmental Stage Filter: Child, Adult
  • Default Base Value: 80%
  • Min Value: 10%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 100%
      • Required: false
      • Bonus Per Level: +2%
  • Capacity Factors:
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)
4600


  • Def Name:
    MedicalTendSpeed
  • Label:
    medical tend speed
Speed at which the character tends to wounds and illnesses.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4650
  • Def Name:
    MedicalTendQuality
  • Label:
    medical tend quality
The base quality of tending given when tending wounds and illnesses.

The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 20%
      • Bonus Per Level: +10%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)
4651
  • Def Name:
    MedicalOperationSpeed
  • Label:
    medical operation speed
The speed at which the character performs medical operations.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4652
  • Def Name:
    MedicalSurgerySuccessChance
  • Label:
    medical surgery success chance
The base chance that a character will succeed when performing a medical operation.

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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Medicine
      • Values Per Level:
        • 0.10
        • 0.20
        • 0.30
        • 0.40
        • 0.50
        • 0.60
        • 0.70
        • 0.75
        • 0.80
        • 0.85
        • 0.90
        • 0.92
        • 0.94
        • 0.96
        • 0.98
        • 1.00
        • 1.02
        • 1.04
        • 1.06
        • 1.08
        • 1.10
  • Capacity Factors:
4653


  • Def Name:
    SmeltingSpeed
  • Label:
    smelting speed
The speed at which this person smelts things.

Since smelting is dumb labor, smelting speed is not affected by any skill.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
  • Def Name:
    GeneralLaborSpeed
  • Label:
    general labor speed
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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4999
  • Def Name:
    DrugSynthesisSpeed
  • Label:
    drug synthesis speed
How fast this character synthesizes complex chemical drugs.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Disable If Skill Disabled: Crafting
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 30%
      • Bonus Per Level: +8.75%
      • Required: false
  • Capacity Factors:
4511
  • Def Name:
    CookSpeed
  • Label:
    cooking speed
The speed at which this person cooks meals.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 0%
  • No Skill Offset: 20
  • Min Value: 10%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Post Process Stat Factors:
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)
4541
  • Def Name:
    FoodPoisonChance
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (chance to poison a meal)
The probability that this character will inadvertently poison a meal they cook.

Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Cooking
      • Values Per Level:
        • 0.050
        • 0.040
        • 0.030
        • 0.020
        • 0.015
        • 0.010
        • 0.005
        • 0.0025
        • 0.0015
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
4542
  • Def Name:
    DrugCookingSpeed
  • Label:
    drug cooking speed
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4510
  • Def Name:
    ButcheryFleshSpeed
  • Label:
    butchery speed
The speed at which this person butchers flesh creatures.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryMechanoidSpeed
  • Label:
    mechanoid shredding speed
The speed at which this person can shred a mechanoid for resources.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 40%
      • Bonus Per Level: +6%
4500
  • Def Name:
    ButcheryFleshEfficiency
  • Label:
    butchery efficiency
The amount of meat produced when butchering flesh creatures.

The actual amount is also related to the creature's size.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520
  • Def Name:
    ButcheryMechanoidEfficiency
  • Label:
    mechanoid shredding efficiency
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.
  • Display Order:
    140
  • Def Name:
    PawnWork
  • Label:
    Work
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +2.5%
4520

Stat Graphs[edit]

Cooking Speed[edit]

  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)

Market Value[edit]

Item Hit Points[edit]

  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)

Pawn Age[edit]

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)

Surgery Success Chance Factor[edit]

  • Parts:
    • StatPart_Glow:
      • Factor From Glow Curve:
        • Points:
          • (0,0.75)
          • (0.50,1.00)

Melee Hit Chance[edit]

Post Process Curve[edit]

  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)

Pawn Age[edit]

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)

Melee Dodge Chance[edit]

  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)

Shooting Accuracy[edit]

  • Post Process Curve:
    • Points:
      • (-20, 0.70)
      • (-10, 0.80)
      • (-6, 0.83)
      • (-4, 0.85)
      • (-2, 0.87)
      • (0, 0.89)
      • (2, 0.93)
      • (4, 0.94)
      • (6, 0.95)
      • (8, 0.96)
      • (10, 0.97)
      • (12, 0.975)
      • (14, 0.98)
      • (16, 0.98333)
      • (18, 0.98666)
      • (20, 0.99)
      • (22, 0.9925)
      • (26, 0.995)
      • (30, 0.9965)
      • (40, 0.998)
      • (60, 0.999)

Aiming Time[edit]

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)

Move Speed[edit]

  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)

Immunity Gain Speed[edit]

  • Parts:
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)

Meat Amount[edit]

Malnutrition[edit]

  • Parts:
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)

Post Process Curve[edit]

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Leather Amount[edit]

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Arrest Success Chance[edit]

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)

Global Work Speed[edit]

Light Level[edit]

  • 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

Pawn Age[edit]

    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)

Hunting Stealth[edit]

  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)

Reading Speed[edit]

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)

Medical Tend Quality[edit]

  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)

Meditation Plant Growth Offset[edit]

  • Parts:
    • StatPart_ArtificialBuildingsNearbyOffset:
      • Radius: 34.9
      • Curve:
        • Points:
          • (0, 0.0)
          • (5, -0.08)
          • (10, -0.15)
          • (50, -0.3)

Slave Suppression Fall Rate[edit]

  • Parts:
    • StatPart_Terror
    • StatPart_GearStatOffset:
      • Apparel Stat: SlaveSuppressionOffset
      • Subtract: true
    • StatPart_AgeOffsetContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, -0.5)
          • (13, -0.3)
          • (16, 0)

Shooting Accuracy Multiplier (Child)[edit]

  • Parts:
    • StatPart_Age:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.95)
          • (12,0.98)
          • (13,1)

Fertility[edit]

Male[edit]

  • Parts:
    • StatPart_FertilityByGenderAge:
      • Male Fertility Age Factor:
        • Points:
          • (14, 0)
          • (18, 1)
          • (50, 1)
          • (90, 0)

Female[edit]

    • Female Fertility Age Factor:
        • Points:
          • (14, 0)
          • (20, 1)
          • (28, 1)
          • (35, 0.5)
          • (40, 0.1)
          • (45, 0.02)
          • (50, 0)

Stat Categories[edit]

Def Name Label Display
Order
Display
All By
Default
# Of Stats Source
Basics Basics 10 true 9 Core - General
BasicsImportant Basics 1 true 3 Core - General
BasicsPawnImportant Basics 2 false 0 Core - General
BasicsNonPawnImportant Basics 2 false 4 Core - General
BasicsPawn Basics 11 false 38 Core - General
BasicsNonPawn Basics 12 false 11 Core - General
AnimalProductivity animal productivity 13 false 0 Core - General
Source content source 999 false 0 Core - General
Apparel Apparel 30 false 13 Core - Non-pawn
Implant Implant 30 false 0 Core - Non-pawn
Weapon Weapon 40 false 0 Core - Non-pawn
Weapon_Ranged Weapon (ranged) 44 false 6 Core - Non-pawn
Weapon_Melee Weapon (melee) 48 false 3 Core - Non-pawn
Building Building 50 false 19 Core - Non-pawn
Ability Ability 60 false 9 Core - Non-pawn
Drug Drug 30 false 0 Core - Non-pawn
DrugAddiction drug addiction 110 false 0 Core - Non-pawn
Terrain terrain 13 false 2 Core - Non-pawn
EquippedStatOffsets Offsets when equipped 70 false 0 Core - Virtual category
StuffStatFactors Multipliers when made of this 74 true 8 Core - Virtual category
StuffStatOffsets Offsets when made of this 77 true 0 Core - Virtual category
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true 0 Core - Virtual category
Surgery Surgical 90 true 0 Core - Virtual category
CapacityEffects effects 100 true 0 Core - Virtual category
PawnCombat Combat 110 false 31 Core - Pawn
PawnSocial Social 120 false 13 Core - Pawn
PawnMisc Misc 130 false 2 Core - Pawn
PawnWork Work 140 false 36 Core - Pawn
Meditation Meditation 13 true 2 Core - Misc
Genetics Genetics 200 false 0 Core - Misc
Mechanoid Mechanoid 13 true 6 Core - Misc
Mechanitor Mechanitor 105 true 9 Biotech
PsychicRituals Psychic ritual 500 false 2 Anomaly
Containment Containment 600 false 3 Anomaly
Serum Serum 700 false 0 Anomaly

Stat Bases[edit]

Name Category Parameters Additional Display
Priority
In
Category
ButcherySpeedBase PawnWork
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
ButcheryEfficiencyBase PawnWork
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
4520
ArmorRatingBase Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne
StatParts:
  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
-
InsulationBase Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
-
MarketValueBase BasicsImportant
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
StatParts:
  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
MeditationFocusBaseContent added by the Royalty DLC -
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
- -
ShootingAccuracyFactorBase PawnCombat
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- -
MechStatBaseContent added by the Biotech DLC
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
Mechanoid
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
- -
IntellectualSkillBase PawnWork
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true

  • Capacity Factors:
-
AccuracyBase Weapon_Ranged
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
-
DarknessCombatContent added by the Ideology DLC PawnCombat
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
MechanitorStatBaseContent added by the Biotech DLC Mechanitor
  • Worker Class: StatWorker_Mechanitor
  • Default Base Value: 0%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
- 2000

List of Stats by defName[edit]

  • Ability_CastingTime
  • Ability_DetectChancePerEntropy
  • Ability_Duration
  • Ability_EffectRadius
  • Ability_EntropyGain
  • Ability_GoodwillImpact
  • Ability_PsyfocusCost
  • Ability_Range
  • Ability_RequiredPsylink
  • AccuracyLong
  • AccuracyMedium
  • AccuracyShort
  • AccuracyTouch
  • ActivitySuppressionRate
  • AimingDelayFactor
  • AnimalGatherSpeed
  • AnimalGatherYield
  • AnimalProductsSellImprovement
  • AnimalsLearningFactor
  • ArmorRating_Blunt
  • ArmorRating_Heat
  • ArmorRating_Sharp
  • ArrestSuccessChance
  • AssemblySpeedFactor
  • BabyPlayGainFactor
  • BandwidthCost
  • Beauty
  • BeautyOutdoors
  • BedHungerRateFactor
  • BedRestEffectiveness
  • BiosculpterOccupantSpeed
  • BiosculpterPodSpeedFactor
  • BirthRitualQualityOffset
  • BluntDamageMultiplier
  • BondAnimalChanceFactor
  • ButcheryFleshEfficiency
  • ButcheryFleshSpeed
  • ButcheryMechanoidEfficiency
  • ButcheryMechanoidSpeed
  • CancerRate
  • CaravanRidingSpeedFactor
  • CarryingCapacity
  • CertaintyLossFactor
  • CleaningSpeed
  • CleaningTimeFactor
  • Cleanliness
  • ColdContainmentBonus
  • Comfort
  • ComfyTemperatureMax
  • ComfyTemperatureMin
  • ConstructSuccessChance
  • ConstructionSpeed
  • ConstructionSpeedFactor
  • ContainmentStrength
  • ControlTakingTime
  • ConversionPower
  • CookSpeed
  • CrawlSpeed
  • DeepDrillingSpeed
  • DeteriorationRate
  • DoorOpenSpeed
  • DrugCookingSpeed
  • DrugHarvestYield
  • DrugSellPriceImprovement
  • DrugSynthesisSpeed
  • EMPResistance
  • EatingSpeed
  • EnergyShieldEnergyMax
  • EnergyShieldRechargeRate
  • EntityStudyRate
  • EquipDelay
  • Fertility
  • FilthMultiplier
  • FilthRate
  • FixBrokenDownBuildingSuccessChance
  • Flammability
  • FoodPoisonChance
  • FoodPoisonChanceFixedHuman
  • ForagedNutritionPerDay
  • GeneralLaborSpeed
  • GeneticComplexityIncrease
  • GlobalLearningFactor
  • GrowthVatOccupantSpeed
  • HackingSpeed
  • HemogenGainFactor
  • HuntingStealth
  • ImmunityGainSpeed
  • ImmunityGainSpeedFactor
  • IncomingDamageFactor
  • InjuryHealingFactor
  • Insulation_Cold
  • Insulation_Heat
  • JoyFallRateFactor
  • JoyGainFactor
  • JumpRange
  • LearningRateFactor
  • LeatherAmount
  • LifespanFactor
  • MarketValue
  • MarketValueIgnoreHp
  • Mass
  • MaxHitPoints
  • MaxInstallCount
  • MaxNutrition
  • MeatAmount
  • MechBandwidth
  • MechControlGroups
  • MechEnergyLossPerHP
  • MechEnergyUsageFactor
  • MechFormingSpeed
  • MechRemoteRepairDistance
  • MechRemoteShieldDistance
  • MechRemoteShieldEnergy
  • MechRepairSpeed
  • MedicalOperationSpeed
  • MedicalPotency
  • MedicalQualityMax
  • MedicalSurgerySuccessChance
  • MedicalTendQuality
  • MedicalTendQualityOffset
  • MedicalTendSpeed
  • MeditationFocusGain
  • MeditationFocusStrength
  • MeditationPlantGrowthOffset
  • MeleeArmorPenetration
  • MeleeCooldownFactor
  • MeleeDPS
  • MeleeDamageFactor
  • MeleeDodgeChance
  • MeleeDodgeChanceIndoorsDarkOffset
  • MeleeDodgeChanceIndoorsLitOffset
  • MeleeDodgeChanceOutdoorsDarkOffset
  • MeleeDodgeChanceOutdoorsLitOffset
  • MeleeDoorDamageFactor
  • MeleeHitChance
  • MeleeHitChanceIndoorsDarkOffset
  • MeleeHitChanceIndoorsLitOffset
  • MeleeHitChanceOutdoorsDarkOffset
  • MeleeHitChanceOutdoorsLitOffset
  • MeleeWeapon_AverageArmorPenetration
  • MeleeWeapon_AverageDPS
  • MeleeWeapon_CooldownMultiplier
  • MeleeWeapon_DamageMultiplier
  • MentalBreakThreshold
  • MinimumContainmentStrength
  • MinimumHandlingSkill
  • MiningSpeed
  • MiningYield
  • MortarMissRadiusFactor
  • MoveSpeed
  • NegotiationAbility
  • Nutrition
  • PackRadius
  • PainShockThreshold
  • PawnBeauty
  • PawnTrapSpringChance
  • PlantHarvestYield
  • PlantWorkSpeed
  • PowerPlantMaxPowerOuput
  • PruningSpeed
  • PsychicEntropyGain
  • PsychicEntropyMax
  • PsychicEntropyMaxOffset
  • PsychicEntropyRecoveryRate
  • PsychicEntropyRecoveryRateOffset
  • PsychicRitualQuality
  • PsychicRitualQualityOffset
  • PsychicSensitivity
  • PsychicSensitivityFactor
  • PsychicSensitivityOffset
  • RangedCooldownFactor
  • RangedWeapon_Cooldown
  • RangedWeapon_DamageMultiplier
  • RawNutritionFactor
  • ReadingSpeed
  • ResearchSpeed
  • ResearchSpeedFactor
  • RestFallRateFactor
  • RestRateMultiplier
  • RoomReadingBonus
  • RoyalFavorValue
  • SellPriceFactor
  • SharpDamageMultiplier
  • ShootingAccuracyChildFactor
  • ShootingAccuracyFactor_Long
  • ShootingAccuracyFactor_Medium
  • ShootingAccuracyFactor_Short
  • ShootingAccuracyFactor_Touch
  • ShootingAccuracyIndoorsDarkOffset
  • ShootingAccuracyIndoorsLitOffset
  • ShootingAccuracyOutdoorsDarkOffset
  • ShootingAccuracyOutdoorsLitOffset
  • ShootingAccuracyPawn
  • ShootingAccuracyTurret
  • SlaveSuppressionFallRate
  • SlaveSuppressionOffset
  • SmeltingSpeed
  • SmoothingSpeed
  • SocialIdeoSpreadFrequencyFactor
  • SocialImpact
  • StaggerDurationFactor
  • StudyEfficiency
  • StuffEffectMultiplierArmor
  • StuffEffectMultiplierInsulation_Cold
  • StuffEffectMultiplierInsulation_Heat
  • StuffPower_Armor_Blunt
  • StuffPower_Armor_Heat
  • StuffPower_Armor_Sharp
  • StuffPower_Insulation_Cold
  • StuffPower_Insulation_Heat
  • StyleDominance
  • SubcoreEncodingSpeed
  • SuppressionPower
  • SurgerySuccessChanceFactor
  • TameAnimalChance
  • Terror
  • TerrorSource
  • ToxicEnvironmentResistance
  • ToxicResistance
  • TradePriceImprovement
  • TrainAnimalChance
  • TrapMeleeDamage
  • TrapSpringChance
  • WastepacksPerRecharge
  • WorkSpeedGlobal
  • WorkTableEfficiencyFactor
  • WorkTableWorkSpeedFactor
  • WorkToBuild
  • WorkToMake

Stat Statistics[edit]

  • 242 <StatDef
    • 175 <StatDef>
  • 35 <StatCategoryDef>
    • 35 <displayOrder>
    • 10 <displayAllByDefault>
  • 265 <defName>
  • 266 <label>
  • 224 <description>
  • 192 <category>
  • 193 <displayPriorityInCategory>

Level 2[edit]

  • 61 <parts>
  • 39 <capacityFactors>
  • 38 <skillNeedFactors>
  • 20 <statFactors>
  • 8 <postProcessCurve>
  • 7 <skillNeedOffsets>
  • 5 <capacityOffsets>
  • 3 <postProcessStatFactors>
  • 3 <showOnPawnKind>

Types[edit]

242 Total

  • 35 Categories
  • 207 Stats

Bases[edit]

  1. ButcherySpeedBase
  2. ButcheryEfficiencyBase
  3. ArmorRatingBase
  4. InsulationBase
  5. MarketValueBase
  6. MeditationFocusBase
  7. ShootingAccuracyFactorBase
  8. MechStatBase
  9. IntellectualSkillBase
  10. AccuracyBase
  11. DarknessCombat
  12. MechanitorStatBase

1 Non Base Parents

  • Beauty

Classes[edit]

  • 39 SkillNeed_BaseBonus
  • 8 SkillNeed_Direct

Stat Parts[edit]

  • 1 StatPart_AddedBodyPartsMass
  • 9 StatPart_Age
  • 1 StatPart_AgeOffset
  • StatPart_ArtificialBuildingsNearbyOffset
  • StatPart_BedStat
  • StatPart_Biocoded
  • StatPart_BiosculptingSpeedFactor
  • StatPart_BlindPsychicSensitivityOffset
  • StatPart_BodySize
  • StatPart_ContentsBeauty
  • StatPart_CorpseCasket
  • StatPart_Deathresting
  • StatPart_Difficulty_ButcherYield
  • StatPart_EnvironmentalEffects
  • StatPart_FertilityByGenderAge
  • StatPart_FertilityByHediffs
  • StatPart_Food
  • StatPart_GearAndInventoryMass
  • 6 StatPart_GearStatOffset
  • 2 StatPart_Genes
  • 3 StatPart_Glow
  • 1 StatPart_GrowthVatSpeedFactor
  • StatPart_HasRelic
  • 1 StatPart_Health
  • StatPart_Hyperlinks
  • StatPart_IsCorpseFresh
  • StatPart_IsFlesh
  • StatPart_LifeStageMaxFood
  • StatPart_Malnutrition
  • StatPart_MaxChanceIfRotting
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_NearHarbingerTree
  • StatPart_NotCarefullySlaughtered
  • StatPart_NoxiousHaze
  • 3 StatPart_Outdoors
  • StatPart_OverseerStatOffset
  • 1 StatPart_Pain
  • StatPart_PlantGrowthNutritionFactor
  • StatPart_PlayerFactionLeader
  • StatPart_Pollution
  • StatPart_Quality
  • StatPart_Quality_Offset
  • StatPart_ReloadMarketValue
  • StatPart_Rest
  • StatPart_Resting
  • StatPart_RevenantSpeed
  • StatPart_RoleConversionPower
  • StatPart_RoomStat
  • StatPart_ShamblerCorpse
  • StatPart_ShamblerCrawling
  • StatPart_SightPsychicSensitivityOffset
  • StatPart_Slave
  • 5 StatPart_Stuff
  • StatPart_Terror
  • StatPart_ToxicFallout
  • StatPart_UnfinishedThingIngredientsMass
  • StatPart_WeaponTraitsMarketValueOffset
  • 1 StatPart_WildManOffset
  • 1 StatPart_WorkTableOutdoors
  • 2 StatPart_WorkTableTemperature
  • 1 StatPart_WorkTableUnpowered
  • 1 StatPart_WornByCorpse