Difference between revisions of "User:JuliaCat/Test2"

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m (DLC dependencies)
m (Replaced content with "<div> {| {{STDT| sortable}} ! Name !! Mental State !! Base Commonality !! Intensity !! Other <!-- Mental breaks: extreme --> |-<!--MentalBreakDef--> ! <!--defName-->Berser...")
Tag: Replaced
 
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<div class="mw-collapsible">
+
<div>
== Stats ==
+
{| {{STDT| sortable}}
<div class="mw-collapsible-content">
+
! Name !! Mental State !! Base Commonality !! Intensity !! Other
{| id="Stats" {{STDT|sortable}}
+
<!-- Mental breaks: extreme -->
! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category
+
|-<!--MentalBreakDef-->
<!-- Core Stats_Abilities -->
+
! <!--defName-->Berserk<!--/defName-->
<div id="Core Stats_Abilities"><!--<Defs>-->
+
| <!--mentalState-->Berserk<!--/mentalState-->
|- id="Psylink Level" <!--<StatDef>-->
+
| <!--baseCommonality-->1<!--/baseCommonality-->
|
+
| <!--intensity-->Extreme<!--/intensity-->
* '''Def Name:'''<br />Ability_RequiredPsylink
+
| -<!-- Other -->
* '''Label:'''<br />psylink level
+
<!--/MentalBreakDef-->
| The minimum psylink level required to use this ability.
+
|-<!--MentalBreakDef-->
|
+
! <!--defName-->FireStartingSpree<!--/defName-->
* Display Order:<br />'''60'''
+
| <!--mentalState-->FireStartingSpree<!--/mentalState-->
* Def Name:<br />'''Ability'''
+
| <!--baseCommonality-->1<!--/baseCommonality-->
* Label:<br />'''Ability'''
+
| <!--intensity-->Extreme<!--/intensity-->
* Display All By Default:<br />'''{{Bad|false}}'''
+
| <!-- Other -->
|
+
* Required Trait: <!--requiredTrait-->'''[[Traits#Pyromaniac|Pyromaniac]]'''<!--/requiredTrait-->
* '''Default Base Value:''' {{%|0}}
+
<!--/MentalBreakDef-->
* '''Min Value:''' {{%|0}}
+
|-<!--MentalBreakDef Name="Binging_DrugExtremeBreak"-->
* '''Hide At Value:''' {{%|0}}
+
! <!--defName-->Binging_DrugExtreme<!--/defName-->
* '''Show If Undefined:''' {{Bad|false}}
+
| <!--mentalState-->Binging_DrugExtreme<!--/mentalState-->
|
+
| <!--baseCommonality-->1<!--/baseCommonality-->
* Show If Mods Loaded:
+
| <!--intensity-->Extreme<!--/intensity-->
** '''Royalty {{RoyaltyIcon}}'''
+
| <!-- Other -->
| 1005
+
* Worker Class: <!--workerClass-->'''MentalBreakWorker_BingingDrug'''<!--/workerClass-->
<!--</StatDef>-->
+
<!--/MentalBreakDef-->
|- id="Casting Time" <!--<StatDef>-->
+
|-<!--MentalBreakDef-->
|
+
! <!--defName-->Catatonic<!--/defName-->
* '''Def Name:'''<br />Ability_CastingTime
 
* '''Label:'''<br />casting time
 
| How long it takes to perform this ability.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''Format String:''' {0} s
 
* '''To String Style:''' FloatOne
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 1004
 
<!--</StatDef>-->
 
|- id="Neural Heat Gain" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_EntropyGain
 
* '''Label:'''<br />neural heat gain
 
| How much neural heat will be added as a result of performing this ability.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|5}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 1003
 
<!--</StatDef>-->
 
|- id="Psyfocus Cost" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_PsyfocusCost
 
* '''Label:'''<br />psyfocus cost
 
| How much psyfocus must be spent to perform this ability.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_PsyfocusCost
 
* '''To String Style:''' PercentOne
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 1002
 
<!--</StatDef>-->
 
|- id="Range" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_Range
 
* '''Label:'''<br />range
 
| The maximum distance to a target of this ability, or to the center of the target location.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|25}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 1001
 
<!--</StatDef>-->
 
|- id="Duration" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_Duration
 
* '''Label:'''<br />duration
 
| How long the effects of this ability last.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Format String:''' {0} s
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 999
 
<!--</StatDef>-->
 
|- id="Effect Radius" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_EffectRadius
 
* '''Label:'''<br />effect radius
 
| The radius of the area of effect of this ability.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 998
 
<!--</StatDef>-->
 
|- id="Goodwill Impact" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_GoodwillImpact
 
* '''Label:'''<br />goodwill impact
 
| How casting this ability on someone will impact relations with their faction.
 
|
 
* Display Order:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 997
 
<!--</StatDef>-->
 
|- id="Detection Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Ability_DetectChancePerEntropy
 
* '''Label:'''<br />detection chance
 
| The likelihood of this psychic power being detected when it is used.<br id="n" /><br id="n" />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:<br />'''60'''
 
* Def Name:<br />'''Ability'''
 
* Label:<br />'''Ability'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Ability_EntropyGain]]'''
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 996
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Apparel -->
 
<div id="Core Stats_Apparel"><!--<Defs>-->
 
|- id="Armor - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffEffectMultiplierArmor
 
* '''Label:'''<br />Armor - Material effect multiplier
 
| -
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| 1
 
<!--</StatDef>-->
 
|- id="Insulation - Cold - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffEffectMultiplierInsulation_Cold
 
* '''Label:'''<br />Insulation - Cold - Material effect multiplier
 
| -
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| 2
 
<!--</StatDef>-->
 
|- id="Insulation - Heat - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffEffectMultiplierInsulation_Heat
 
* '''Label:'''<br />Insulation - Heat - Material effect multiplier
 
| -
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| 3
 
<!--</StatDef>-->
 
|- id="Armor - Sharp" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ArmorRating_Sharp
 
* '''Label:'''<br />Armor - Sharp
 
* '''Label For Full Stat List:'''<br />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:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Hide At Value: '''{{%|0}}'''
 
* Max Value: '''{{%|2}}'''
 
* To String Style: '''PercentOne'''
 
|
 
''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}}'''
 
* '''Parts:'''
 
** '''StatPart_Stuff:'''
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Armor_Sharp
 
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
 
| 100
 
<!--</StatDef>-->
 
|- id="Armor - Blunt" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ArmorRating_Blunt
 
* '''Label:'''<br />Armor - Blunt
 
* '''Label For Full Stat List:'''<br />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:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Hide At Value: '''{{%|0}}'''
 
* Max Value: '''{{%|2}}'''
 
* To String Style: '''PercentOne'''
 
|
 
''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}}'''
 
* '''Parts:'''
 
** '''StatPart_Stuff:'''
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Armor_Blunt
 
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
 
| 99
 
<!--</StatDef>-->
 
|- id="Armor - Heat" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ArmorRating_Heat
 
* '''Label:'''<br />Armor - Heat
 
* '''Label For Full Stat List:'''<br />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:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Hide At Value: '''{{%|0}}'''
 
* Max Value: '''{{%|2}}'''
 
* To String Style: '''PercentOne'''
 
|
 
''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}}'''
 
* '''Parts:'''
 
** '''StatPart_Stuff:'''
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Armor_Heat
 
*** '''Multiplier Stat: '''StuffEffectMultiplierArmor
 
| 98
 
<!--</StatDef>-->
 
|- id="Insulation - Cold" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Insulation_Cold
 
* '''Label:'''<br />Insulation - Cold
 
* '''Label For Full Stat List:'''<br />Insulation - Cold (armor stat)
 
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''0'''
 
* Hide At Value: '''0'''
 
* Min Value: '''-9999'''
 
* Max Value: '''9999'''
 
* To String Style: '''TemperatureOffset'''
 
* Show On Pawns: '''{{Bad|false}}'''
 
* '''Cacheable:''' {{Good|true}}
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.5}}'''
 
** Factor Legendary: '''{{%|1.8}}'''
 
** Apply To Negative Values: '''{{Good|true}}'''
 
* '''Parts:'''
 
** '''StatPart_Stuff:'''
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Insulation_Cold
 
*** '''Multiplier Stat: '''StuffEffectMultiplierInsulation_Cold
 
| 90
 
<!--</StatDef>-->
 
|- id="Insulation - Heat" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Insulation_Heat
 
* '''Label:'''<br />Insulation - Heat
 
* '''Label For Full Stat List:'''<br />Insulation - Heat (armor stat)
 
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''0'''
 
* Hide At Value: '''0'''
 
* Min Value: '''-9999'''
 
* Max Value: '''9999'''
 
* To String Style: '''TemperatureOffset'''
 
* Show On Pawns: '''{{Bad|false}}'''
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.5}}'''
 
** Factor Legendary: '''{{%|1.8}}'''
 
** Apply To Negative Values: '''{{Good|true}}'''
 
* '''Parts:'''
 
** StatPart_Stuff:
 
*** Priority: '''100
 
*** '''Stuff Power Stat: '''StuffPower_Insulation_Heat
 
*** '''Multiplier Stat: '''StuffEffectMultiplierInsulation_Heat
 
| 89
 
<!--</StatDef>-->
 
|- id="Shield Max Energy" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EnergyShieldEnergyMax
 
* '''Label:'''<br />Shield max energy
 
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.6}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.8}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.4}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.7}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|2.1}}}}'''
 
| 70
 
<!--</StatDef>-->
 
|- id="Shield Recharge Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EnergyShieldRechargeRate
 
* '''Label:'''<br />Shield recharge rate
 
| The rate at which a shield gains energy as long as it is not broken.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Default Base Value:''' {{%|0.45}}
 
* '''To String Style:''' PercentZero
 
* '''Format String:''' {0}/s
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.95}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.05}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.3}}}}'''
 
| 69
 
<!--</StatDef>-->
 
|- id="Effect Radius" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PackRadius
 
* '''Label:'''<br />Effect radius
 
| The area affected when this pack detonates.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.84}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.92}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.08}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.16}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.3}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
| 60
 
<!--</StatDef>-->
 
|- id="Equip Delay" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EquipDelay
 
* '''Label:'''<br />equip delay
 
| The time it takes to equip and unequip this item.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxOne
 
* '''Format String:''' {0} s
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 50
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Basics_General -->
 
<div id="Core Stats_Basics_General"><!--<Defs>-->
 
|- id="Max Hit Points" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MaxHitPoints
 
* '''Label:'''<br />max hit points
 
| The maximum hit points of an object.<br id="n" /><br id="n" />This represents how much damage it can take before being destroyed.
 
|
 
* Display Order:<br />'''2'''
 
* Def Name:<br />'''BasicsNonPawnImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 100
 
* '''Min Value:''' 1
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 200
 
* '''Show Non Abstract:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 99997
 
<!--</StatDef>-->
 
|- id="Mass" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Mass
 
* '''Label:'''<br />mass
 
| The physical mass of an object.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwoOrThree
 
* '''Format String:''' {0} kg
 
* '''Minified Thing Inherits:''' {{Good|true}}
 
* '''Show On Unhaulables:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_GearAndInventoryMass'''
 
** '''StatPart_UnfinishedThingIngredientsMass'''
 
** '''StatPart_AddedBodyPartsMass'''
 
| 1500
 
<!--</StatDef>-->
 
|- id="Market Value" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MarketValue
 
* '''Label:'''<br />market value
 
| The market value of an object.<br id="n" /><br id="n" />The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
|
 
* Display Order:<br />'''1'''
 
* Def Name:<br />'''BasicsImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_MarketValue'''
 
* 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}}'''
 
* '''Parts:'''
 
** '''StatPart_Health:'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0.0, 0.0)
 
***** (0.5, 0.1)
 
***** (0.6, 0.5)
 
***** (0.9, 1.0)
 
{{Graph:Chart|width=300|height=150|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=}}
 
** '''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=300|height=150|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=}}
 
| 2510
 
<!--</StatDef>-->
 
|- id="Market Value Ignoring Hitpoints" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MarketValueIgnoreHp
 
* '''Label:'''<br />market value ignoring hitpoints
 
| -
 
|
 
* Display Order:<br />'''1'''
 
* Def Name:<br />'''BasicsImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_MarketValue'''
 
* 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}}'''
 
* '''Always Hide:''' {{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
 
<!--</StatDef>-->
 
|- id="Sell Price Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SellPriceFactor
 
* '''Label:'''<br />sell price multiplier
 
| A multiplier on the price at which you can sell items.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Untradeables:''' {{Bad|false}}
 
| -
 
| 2509
 
<!--</StatDef>-->
 
|- id="Honor Value" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RoyalFavorValue
 
* '''Label:'''<br />honor value
 
| The amount of honor your trader will earn for giving this to a tribute collector.
 
|
 
* Display Order:<br />'''1'''
 
* Def Name:<br />'''BasicsImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxThree
 
* '''Show If Undefined:''' {{Bad|false}}
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| -
 
| 2508
 
<!--</StatDef>-->
 
|- id="Flammability" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Flammability
 
* '''Label:'''<br />flammability
 
| How easily an object catches fire and how quickly a fire will grow as it burns.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
<!-- Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.-->
 
* '''Max Value:''' {{%|2}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Minified Thing Inherits:''' {{Good|true}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="Work To Make" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkToMake
 
* '''Label:'''<br />work to make
 
| The base amount of work it takes to make an item, once all materials are gathered.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3100
 
<!--</StatDef>-->
 
|- id="Deterioration Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DeteriorationRate
 
* '''Label:'''<br />deterioration rate
 
| The rate at which this item deteriorates when left outside, in average hit points per day.<br id="n" /><br id="n" />Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} / day
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|2}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|1.5}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|0.8}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|0.6}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|0.3}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|0.1}}}}'''
 
** '''StatPart_EnvironmentalEffects:'''
 
*** Factor Offset Unroofed: '''{{+|{{%|0.5}}}}'''
 
*** Factor Offset Outdoors: '''{{+|{{%|0.5}}}}'''
 
*** Protected By Edifice Factor: '''{{%|0}}'''
 
** '''StatPart_Pollution{{BiotechIcon}}:'''
 
*** Multiplier: '''{{%|1.5}}'''
 
** '''StatPart_NoxiousHaze{{BiotechIcon}}:'''
 
*** Multiplier: '''{{%|3}}'''
 
** '''StatPart_ToxicFallout:'''
 
*** Multiplier: '''{{%|3}}'''
 
** '''StatPart_NearHarbingerTree{{AnomalyIcon}}:'''
 
*** Multiplier: '''{{%|2}}'''
 
** '''StatPart_ShamblerCorpse{{AnomalyIcon}}:'''
 
*** Multiplier: '''{{%|5}}'''
 
| 2500
 
<!--</StatDef>-->
 
|- id="Beauty" <!-- Name="Beauty" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Beauty
 
* '''Label:'''<br />beauty
 
| How enjoyable an object is to look at.<br id="n" /><br id="n" />Beautiful objects fulfill characters' need for beauty.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' -1000
 
* '''Hide At Value:''' 0
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 100
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|-0.1}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.5}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|2}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|3}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|5}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|8}}}}'''
 
** '''StatPart_ContentsBeauty'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="Outdoor Beauty" <!-- ParentName="Beauty" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BeautyOutdoors
 
* '''Label:'''<br />outdoor beauty
 
| How enjoyable something is to look at if it's outside.<br id="n" /><br id="n" />Beautiful objects fulfill peoples' need for beauty.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' -1000
 
* '''Hide At Value:''' 0
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Round To Five Over:''' 100
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|-0.1}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.5}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|2}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|3}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|5}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|8}}}}'''
 
** '''StatPart_ContentsBeauty'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="Cleanliness" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Cleanliness
 
* '''Label:'''<br />cleanliness
 
| How much an object contributes to an area's cleanliness score.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Max Value:''' 1000
 
* '''Min Value:''' -1000
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="Comfort" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Comfort
 
* '''Label:'''<br />comfort
 
| How comfortable an object is to sit or lay on.<br id="n" /><br id="n" />Using comfortable objects fulfills a character's need for comfort.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' 0
 
* '''Max Value:''' 1000
 
* '''Min Value:''' -1000
 
* '''To String Style:''' FloatTwo
 
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.76}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.88}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.12}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.24}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.45}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.7}}}}'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="Nutrition" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Nutrition
 
* '''Label:'''<br />nutrition
 
| How nutritious this food is.
 
|
 
* Display Order:<br />'''2'''
 
* Def Name:<br />'''BasicsNonPawnImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''To String Style:''' FloatTwo
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_PlantGrowthNutritionFactor'''
 
** '''StatPart_IsFlesh'''
 
** '''StatPart_IsCorpseFresh'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="Food Poison Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />FoodPoisonChanceFixedHuman
 
* '''Label:'''<br />food poison chance
 
* '''Label For Full Stat List:'''<br />food poison chance (food stat)
 
| The chance this food will cause food poisoning.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_MaxChanceIfRotting'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy (Turrets)" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyTurret
 
* '''Label:'''<br />shooting accuracy
 
* '''Label For Full Stat List:'''<br />shooting accuracy (turrets)
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />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:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Default Base Value:''' {{%|0.96}}
 
* '''To String Style:''' PercentOne
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Basics_Special -->
 
<div id="Core Stats_Basics_Special"><!--<Defs>-->
 
|- id="Medical Potency" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalPotency
 
* '''Label:'''<br />medical potency
 
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
 
|
 
* Display Order:<br />'''2'''
 
* Def Name:<br />'''BasicsNonPawnImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0.0}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
|- id="Medical Tend Quality Maximum" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalQualityMax
 
* '''Label:'''<br />medical tend quality maximum
 
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
 
|
 
* Display Order:<br />'''2'''
 
* Def Name:<br />'''BasicsNonPawnImportant'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''Min Value:''' {{%|0.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4010
 
<!--</StatDef>-->
 
|- id="Construction Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ConstructionSpeedFactor
 
* '''Label:'''<br />construction speed
 
* '''Label For Full Stat List:'''<br />construction speed (material factor)
 
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 2500
 
<!--</StatDef>-->
 
|- id="Meditation Psyfocus Bonus" <!-- ParentName="MeditationFocusBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeditationFocusStrength
 
* '''Label:'''<br />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.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Meditation'''
 
* Label:<br />'''Meditation'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Format String: '''{0} / day'''
 
* Format String Unfinalized: '''{0} / day'''
 
* To String Style: '''PercentZero'''
 
* '''Worker Class:''' StatWorker_PossibleCompOffsets
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0.0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show Zero Base Value:''' {{Good|true}}
 
|
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 4010
 
<!--</StatDef>-->
 
|- id="Psychic Sensitivity Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicSensitivityOffset
 
* '''Label:'''<br />psychic sensitivity offset
 
| An offset applied to the user's psychic sensitivity.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.5}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.66}}}}'''
 
*** Factor Normal: '''{{%|0.83}}'''
 
*** Factor Good: '''{{%|1.0}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.16}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.32}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
*** apply To Negative Values: '''{{Good|true}}'''
 
| 3500
 
<!--</StatDef>-->
 
|- id="Psychic Sensitivity Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicSensitivityFactor
 
* '''Label:'''<br />psychic sensitivity factor
 
| A factor applied to the user's psychic sensitivity.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="Neural Heat Limit Offset" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicEntropyMaxOffset
 
* '''Label:'''<br />neural heat limit offset
 
| An offset applied to the user's neural heat limit.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
| 3525
 
<!--</StatDef>-->
 
|- id="Neural Heat Recovery Rate Offset" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRateOffset
 
* '''Label:'''<br />neural heat recovery rate offset
 
| An offset applied to the user's neural heat recovery rate.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Format String:''' {0}/s
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
| 3550
 
<!--</StatDef>-->
 
|- id="Filth Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />FilthMultiplier
 
* '''Label:'''<br />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:<br />'''13'''
 
* Def Name:<br />'''Terrain'''
 
* Label:<br />'''terrain'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Cleaning Time Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CleaningTimeFactor
 
* '''Label:'''<br />cleaning time multiplier
 
| A multiplier on how long it takes to clean filth from this surface.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Terrain'''
 
* Label:<br />'''terrain'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.001}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Building_Special -->
 
<div id="Core Stats_Building_Special"><!--<Defs>-->
 
|- id="Work To Build" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkToBuild
 
* '''Label:'''<br />work to build
 
| The base amount of work it takes to build a structure, once all materials are gathered.<br id="n" /><br id="n" />The work required to deconstruct the structure is also based on this.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' WorkAmount
 
* '''Round To Five Over:''' 300
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3101
 
<!--</StatDef>-->
 
|- id="Door Opening Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DoorOpenSpeed
 
* '''Label:'''<br />door opening speed
 
| The speed at which the door opens when unpowered.<br id="n" /><br id="n" />Slow doors will slow down everyone who uses them.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentZero
 
| -
 
| 3102
 
<!--</StatDef>-->
 
|- id="Rest Effectiveness" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BedRestEffectiveness
 
* '''Label:'''<br />rest effectiveness
 
| How fast people sleeping on this gain rest.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0.0}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''Value If Missing:''' {{%|0.8}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.86}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.92}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.08}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.14}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.25}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.6}}}}'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="Trap Melee Damage" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TrapMeleeDamage
 
* '''Label:'''<br />trap melee damage
 
| How much damage this trap does on average per hit. Each trap hits multiple times.<br id="n" /><br id="n" />The actual damage in any instance will vary randomly.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeleeDamageAmountTrap
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 1
 
* '''To String Style:''' Integer
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5001
 
<!--</StatDef>-->
 
|- id="Trap Spring Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TrapSpringChance
 
* '''Label:'''<br />trap spring chance
 
| The likelihood that the trap will spring when an unaware creature passes over it.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
|- id="Research Speed Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ResearchSpeedFactor
 
* '''Label:'''<br />research speed factor
 
| The speed at which people do research is multiplied by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.25}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1.00}}'''
 
*** Factor Outdoors: '''{{%|0.75}}'''
 
** '''StatPart_WorkTableTemperature'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ResearchSpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ReadingBonus]]'''
 
*** '''Custom Label: '''Reading bonus'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="Medical Tend Quality Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalTendQualityOffset
 
* '''Label:'''<br />medical tend quality offset
 
| Medical tend quality is offset by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|0}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Immunity Gain Speed Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ImmunityGainSpeedFactor
 
* '''Label:'''<br />immunity gain speed factor
 
| Immunity gain speed is multiplied by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.5}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 4000
 
<!--</StatDef>-->
 
|- id="Max Power Output" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PowerPlantMaxPowerOuput
 
* '''Label:'''<br />max power output
 
| The maximum power that this generator can output in ideal conditions.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MaxPowerOutput
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Show On Non Power Plants:''' {{Bad|false}}
 
| -
 
| 1000
 
<!--</StatDef>-->
 
|- id="Work Speed Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkTableWorkSpeedFactor
 
* '''Label:'''<br />work speed factor
 
| Work speed is multiplied by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_WorkTableUnpowered'''
 
** '''StatPart_WorkTableTemperature'''
 
** '''StatPart_WorkTableOutdoors'''
 
| 3000
 
<!--</StatDef>-->
 
|- id="Work Efficiency Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkTableEfficiencyFactor
 
* '''Label:'''<br />work efficiency factor
 
| Work efficiency is multiplied by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Non Work Tables:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 3000
 
<!--</StatDef>-->
 
|- id="Recreation Power" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />JoyGainFactor
 
* '''Label:'''<br />recreation power
 
| How effectively this item entertains people and fulfills the need for recreation.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.76}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.88}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.12}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.24}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.4}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.8}}}}'''
 
| 4010
 
<!--</StatDef>-->
 
|- id="Surgery Success Chance Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SurgerySuccessChanceFactor
 
* '''Label:'''<br />surgery success chance factor
 
| A multiplier to the chance that a surgery will succeed when performed here.<br id="n" /><br id="n" />Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_SurgerySuccessChanceFactor
 
* '''Default Base Value:''' {{%|1.00}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[SurgerySuccessChanceCleanlinessFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
** '''StatPart_Glow:'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.75)
 
***** (0.50,1.00)
 
{{Graph:Chart|width=300|height=150|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=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1}}'''
 
*** Factor Outdoors: '''{{%|0.85}}'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.90}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.95}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.05}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.15}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.3}}}}'''
 
| 4100
 
<!--</StatDef>-->
 
<!-- This is only used to communicate information in the special stats page -->
 
|- id="Reading Bonus" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RoomReadingBonus
 
* '''Label:'''<br />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:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_RoomReadingBonus
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[ReadingBonus]]'''
 
*** '''Custom Label: '''Reading bonus'''
 
| 4200
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_Combat -->
 
<div id="Core Stats_Pawns_Combat"><!--<Defs>-->
 
<!-- ================================== Melee =======================================-->
 
|- id="Melee DPS" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDPS
 
* '''Label:'''<br />melee DPS
 
| Average damage per second in melee combat.<br id="n" /><br id="n" />This stat ignores target defenses like dodging and armor.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeleeDPS
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' {{Good|true}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| 5100
 
<!--</StatDef>-->
 
|- id="Melee Damage Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDamageFactor
 
* '''Label:'''<br />melee damage factor
 
| A multiplier on the amount of melee damage inflicted by this person.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
|
 
* '''Parts:'''
 
** '''StatPart_ShamblerCrawling{{AnomalyIcon}}:'''
 
*** Factor: '''{{%|0.75}}'''
 
| 5200
 
<!--</StatDef>-->
 
|- id="Melee Cooldown" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeCooldownFactor
 
* '''Label:'''<br />melee cooldown
 
| A multiplier on the time this creature takes to recover after making a melee attack.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 5201
 
<!--</StatDef>-->
 
|- id="Melee Armor Penetration" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeArmorPenetration
 
* '''Label:'''<br />melee armor penetration
 
| Average armor penetration of all attacks in melee combat.<br id="n" /><br id="n" />This stat includes currently used weapon.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeleeArmorPenetration
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''For Information Only:''' {{Good|true}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| 4100
 
<!--</StatDef>-->
 
|- id="Melee Hit Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeHitChance
 
* '''Label:'''<br />melee hit chance
 
| Chance to hit a target in melee.<br id="n" /><br id="n" />The target can still dodge even if we would've hit.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
 
* '''No Skill Offset:''' 4
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Melee|Melee]]'''
 
*** Base Value: '''0'''
 
*** Bonus Per Level: '''{{+|1}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Melee Level|yAxisTitle=Melee Skill Points|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20|xGrid=|yGrid=}}
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|1.5}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|1.5}}'''
 
* '''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=300|height=150|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=}}
 
* '''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=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4100
 
<!--</StatDef>-->
 
|- id="Melee Dodge Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDodgeChance
 
* '''Label:'''<br />melee dodge chance
 
| Chance to dodge a melee attack that would've otherwise hit.<br id="n" /><br id="n" />Characters will not dodge while aiming or firing a ranged weapon.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Never Disabled:''' {{Good|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: '''[[Skills#Melee|Melee]]'''
 
*** Base Value: '''0'''
 
*** Bonus Per Level: '''{{+|1}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Melee Level|yAxisTitle=Melee Skill Points|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20|xGrid=|yGrid=}}
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Moving]]'''
 
*** Scale: '''18'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''8'''
 
*** Max: '''{{%|1.4}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (5, 0)
 
*** (20, 0.30)
 
*** (60, 0.50)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 4100
 
<!--</StatDef>-->
 
<!-- ================================== Shooting =======================================-->
 
|- id="Ranged Cooldown Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RangedCooldownFactor
 
* '''Label:'''<br />ranged cooldown multiplier
 
| A multiplier on the cooldown between bursts when using a ranged weapon.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 1205
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy (People)" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyPawn
 
* '''Label:'''<br />shooting accuracy
 
* '''Label For Full Stat List:'''<br />shooting accuracy (people)
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors.<br id="n" /><br id="n" />A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_ShootingAccuracy
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|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:''' {{Bad|false}}
 
* '''No Skill Offset:''' 8
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''0'''
 
*** Bonus Per Level: '''{{+|1}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Shooting Level|yAxisTitle=Shooting Skill Points|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20|xGrid=|yGrid=}}
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''12'''
 
*** Max: '''{{%|2}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''8'''
 
*** Max: '''{{%|1}}'''
 
* '''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=300|height=150|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=}}
 
* '''Post Process Stat Factors:'''
 
** [[ShootingAccuracyChildFactor]]{{BiotechIcon}}
 
| 4050
 
<!--</StatDef>-->
 
|- id="Accuracy Factor (Close)" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyFactor_Touch
 
* '''Label:'''<br />accuracy factor (close)
 
| A multiplier on accuracy at a distance of 3 cells or less.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Min Value: '''{{%|0.01}}'''
 
* Default Base Value: '''{{%|1}}'''
 
* Hide At Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show Developmental Stage Filter: '''Child, Adult'''
 
| -
 
| 4049
 
<!--</StatDef>-->
 
|- id="Accuracy Factor (Short)" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyFactor_Short
 
* '''Label:'''<br />accuracy factor (short)
 
| A multiplier on accuracy at a distance of 12 cells.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Min Value: '''{{%|0.01}}'''
 
* Default Base Value: '''{{%|1}}'''
 
* Hide At Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show Developmental Stage Filter: '''Child, Adult'''
 
| -
 
| 4048
 
<!--</StatDef>-->
 
|- id="Accuracy Factor (Medium)" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyFactor_Medium
 
* '''Label:'''<br />accuracy factor (medium)
 
| A multiplier on accuracy at a distance of 25 cells.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Min Value: '''{{%|0.01}}'''
 
* Default Base Value: '''{{%|1}}'''
 
* Hide At Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show Developmental Stage Filter: '''Child, Adult'''
 
| -
 
| 4047
 
<!--</StatDef>-->
 
|- id="Accuracy Factor (Long)" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyFactor_Long
 
* '''Label:'''<br />accuracy factor (long)
 
| A multiplier on accuracy at a distance of 40 cells or more.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Min Value: '''{{%|0.01}}'''
 
* Default Base Value: '''{{%|1}}'''
 
* Hide At Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show Developmental Stage Filter: '''Child, Adult'''
 
| -
 
| 4046
 
<!--</StatDef>-->
 
|- id="Aiming Time" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AimingDelayFactor
 
* '''Label:'''<br />aiming time
 
| How long it takes to shoot after choosing a target.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
|
 
* '''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=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4040
 
<!--</StatDef>-->
 
|- id="Mortar Miss Radius Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MortarMissRadiusFactor
 
* '''Label:'''<br />Mortar miss radius multiplier
 
* '''Label For Full Stat List:'''<br />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:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
 
* '''No Skill Offset:''' 0
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''{{%|0.2}}'''
 
*** Bonus Per Level: '''{{+|{{%|-0.025}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Shooting Level|yAxisTitle=Mortar Miss Radius Multiplier|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.2, 0.175, 0.15, 0.125, 0.10, 0.075, 0.05, 0.025, 0, -0.025, -0.05, -0.075, -0.1, -0.125, -0.15, -0.175, -0.2, -0.225, -0.25, -0.275|xGrid=|yGrid=}}
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Sight]]'''
 
*** Max: '''{{%|1}}'''
 
*** Scale: '''-1'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''-0.5'''
 
| 4060
 
<!--</StatDef>-->
 
<!-- ================================== Misc =======================================-->
 
|- id="Trap Spring Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PawnTrapSpringChance
 
* '''Label:'''<br />trap spring chance
 
| Chance to spring a trap the character is unaware of.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4047
 
<!--</StatDef>-->
 
|- id="Incoming Damage Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />IncomingDamageFactor
 
* '''Label:'''<br />incoming damage multiplier
 
| A multiplier on all incoming damage.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
| -
 
| 4048
 
<!--</StatDef>-->
 
|- id="Stagger Time Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StaggerDurationFactor
 
* '''Label:'''<br />stagger time multiplier
 
| A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| 1200
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_General -->
 
<div id="Core Stats_Pawns_General"><!--<Defs>-->
 
|- id="Move Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MoveSpeed
 
* '''Label:'''<br />move speed
 
| Speed of movement in cells per second.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 3.0
 
* '''Min Value:''' 0.15
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} c/s
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Moving]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_Glow:'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.80)
 
***** (0.30,1.00)
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}
 
*** Ignore If Incapable Of Sight: '''{{Good|true}}'''
 
*** Ignore If Prefers Darkness: '''{{Good|true}}'''
 
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}
 
| 2500
 
<!--</StatDef>-->
 
|- id="Crawl Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CrawlSpeed
 
* '''Label:'''<br />crawl speed
 
| Speed of crawling in cells per second.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0.6
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Format String:''' {0} c/s
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 2499
 
<!--</StatDef>-->
 
|- id="Mental Break Threshold" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MentalBreakThreshold
 
* '''Label:'''<br />mental break threshold
 
| As long as someone's mood is below this level, they are in danger of having a mental break.<br id="n" /><br id="n" />The severity of the mental break will depend on how far below the threshold they are.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0.35}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Max Value:''' {{%|0.50}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Psychic Sensitivity" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicSensitivity
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''PsychicSensitivityOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
** '''StatPart_GearStatFactor:'''
 
*** Apparel Stat: '''PsychicSensitivityFactor'''
 
*** Include Weapon: '''{{Good|true}}'''
 
** '''StatPart_SightPsychicSensitivityOffset'''
 
** '''StatPart_BlindPsychicSensitivityOffset''' {{IdeologyIcon}}
 
| 3500
 
<!--</StatDef>-->
 
|- id="Toxic Resistance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ToxicResistance
 
* '''Label:'''<br />toxic resistance
 
| How well this creature resists toxic buildup.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
| -
 
| 3451
 
<!--</StatDef>-->
 
|- id="Global Learning Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />GlobalLearningFactor
 
* '''Label:'''<br />global learning factor
 
| A multiplier on the learning rate for all skills.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="Bed Hunger Rate Multiplier" <!--<StatDef>--> <!-- Hidden stat only used by facilities to control hunger rate of sleeping pawns -->
 
|
 
* '''Def Name:'''<br />BedHungerRateFactor
 
* '''Label:'''<br />bed hunger rate multiplier
 
| -
 
| -
 
|
 
* '''Always Hide:''' {{Good|true}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1.0}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Rest Rate Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RestRateMultiplier
 
* '''Label:'''<br />rest rate multiplier
 
| A multiplier on how quickly a creature rests while sleeping.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Blood Pumping]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Metabolism]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Breathing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
| 2501
 
<!--</StatDef>-->
 
|- id="Eating Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EatingSpeed
 
* '''Label:'''<br />eating speed
 
| A multiplier on eating speed.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.15}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Eating]]'''
 
*** Weight: '''{{%|0.95}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="Min Comfortable Temperature" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ComfyTemperatureMin
 
* '''Label:'''<br />min comfortable temperature
 
| Below this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{Temperature|0}}
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' {{Temperature|-2000}}
 
* '''Max Value:''' {{Temperature|2000}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''Insulation_Cold'''
 
*** Subtract: '''{{Good|true}}'''
 
| 2010
 
<!--</StatDef>-->
 
|- id="Max Comfortable Temperature" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ComfyTemperatureMax
 
* '''Label:'''<br />max comfortable temperature
 
| Above this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly above this temperature, they will develop heatstroke and eventually die.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{Temperature|40}}
 
* '''To String Style:''' Temperature
 
* '''Min Value:''' {{Temperature|-2000}}
 
* '''Max Value:''' {{Temperature|2000}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset:'''
 
*** Apparel Stat: '''Insulation_Heat'''
 
| 2010
 
<!--</StatDef>-->
 
|- id="Immunity Gain Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ImmunityGainSpeed
 
* '''Label:'''<br />immunity gain speed
 
| The speed at which this character gains immunity to diseases.<br id="n" /><br id="n" />If this is too slow, the character will die from a disease before developing immunity.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Blood Filtration]]'''
 
*** Weight: '''{{%|0.5}}'''
 
* '''Parts:'''
 
** '''StatPart_Food:'''
 
*** Factor Urgently Hungry: '''{{%|0.9}}'''
 
*** Factor Starving: '''{{%|0.7}}'''
 
** '''StatPart_Rest:'''
 
*** Factor Tired: '''{{%|0.96}}'''
 
*** Factor Very Tired: '''{{%|0.92}}'''
 
*** Factor Exhausted: '''{{%|0.8}}'''
 
** '''StatPart_BedStat:'''
 
*** Stat: '''[[ImmunityGainSpeedFactor]]'''
 
** '''StatPart_Resting:'''
 
*** Factor: '''{{%|1.1}}'''
 
** '''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=300|height=150|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=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="Injury Healing Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />InjuryHealingFactor
 
* '''Label:'''<br />injury healing factor
 
| The multiplier applied to a person's injury healing rate.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Deathresting{{BiotechIcon}}'''
 
*** Factor: '''{{%|5}}'''
 
| 2201
 
<!--</StatDef>-->
 
|- id="Carrying Capacity" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CarryingCapacity
 
* '''Label:'''<br />carrying capacity
 
| The amount of stuff this creature can carry in its hands, mouth, or other manipulators.<br id="n" /><br id="n" />This is separate from the ability to carry cargo on long cross-world trips.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' 75
 
* '''Min Value:''' 1
 
* '''To String Style:''' Integer
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1.0}}'''
 
| 2203
 
<!--</StatDef>-->
 
|- id="Meat Amount" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeatAmount
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeatAmount
 
* '''Default Base Value:''' 140
 
* '''Min Value:''' 0
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''To String Style:''' Integer
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_NaturalNotMissingBodyPartsCoverage'''
 
** '''StatPart_NotCarefullySlaughtered:'''
 
*** Factor: '''{{%|0.66}}'''
 
** '''StatPart_Difficulty_ButcherYield'''
 
** '''StatPart_Malnutrition:'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0, 1)
 
***** (1, 0.4)
 
{{Graph:Chart|width=300|height=150|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:'''
 
** '''Points:'''
 
*** (0,0)
 
*** (5,14)
 
*** (40,40)
 
*** (100000,100000)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 3552
 
<!--</StatDef>-->
 
|- id="Leather Amount" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />LeatherAmount
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|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: '''{{%|0.66}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (0,0)
 
*** (5,14)
 
*** (40,40)
 
*** (100000,100000)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 3551
 
<!--</StatDef>-->
 
|- id="Minimum Handling Skill" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MinimumHandlingSkill
 
* '''Label:'''<br />minimum handling skill
 
| This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MinimumHandlingSkill
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''Round Value:''' {{Good|true}}
 
* '''To String Style:''' Integer
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show On Non Wild Man Humanlikes:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_WildManOffset:'''
 
*** Offset: '''{{+|7}}'''
 
| 1500
 
<!--</StatDef>-->
 
|- id="Pain Shock Threshold" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PainShockThreshold
 
* '''Label:'''<br />pain shock threshold
 
| The pain level at which this creature is downed from pain.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' {{%|0.01}}
 
* '''Max Value:''' {{%|0.99}}
 
* '''Default Base Value:''' {{%|0.8}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Foraged Food Amount" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ForagedNutritionPerDay
 
* '''Label:'''<br />foraged food amount
 
| The amount of nutrition this person will automatically forage per day while traveling by caravan.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' 0
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** Base Value: '''0'''
 
*** Bonus Per Level: '''{{+|0.09}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Plants Level|yAxisTitle=Foraged Food Amount (Nutrition)|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 0.09, 0.18, 0.27, 0.36, 0.45, 0.54, 0.63, 0.72, 0.81, 0.9, 0.99, 1.08, 1.17, 1.26, 1.35, 1.44, 1.53, 1.62, 1.71, 1.8|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.9}}'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="Filth Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />FilthRate
 
* '''Label:'''<br />filth rate
 
| How much filth this creature produces.<br id="n" /><br id="n" />It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
| -
 
| 2205
 
<!--</StatDef>-->
 
|- id="Animals Learning Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AnimalsLearningFactor
 
* '''Label:'''<br />animals learning factor
 
| A multiplier on the learning rate for animals skill.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 3500
 
<!--</StatDef>-->
 
|- id="Caravan Riding Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CaravanRidingSpeedFactor
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_CaravanRidingSpeedFactor
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''To String Style:''' PercentZero
 
* '''Min Value:''' {{%|1}}
 
| -
 
| 2203
 
<!--</StatDef>-->
 
|- id="Max Nutrition" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MaxNutrition
 
* '''Label:'''<br />max nutrition
 
| The amount of nutrition needed to completely fill this creature's stomach.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Hide At Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' FloatMaxTwo
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BodySize'''
 
** '''StatPart_LifeStageMaxFood'''
 
| 2501
 
<!--</StatDef>-->
 
|- id="Lifespan Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />LifespanFactor
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Meditation Psyfocus Gain" <!-- ParentName="MeditationFocusBase" MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeditationFocusGain{{RoyaltyIcon}},{{BiotechIcon}}
 
* '''Label:'''<br />meditation psyfocus gain
 
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Format String: '''{0} / day'''
 
* Format String Unfinalized: '''{0} / day'''
 
* To String Style: '''PercentZero'''
 
* '''Default Base Value:''' {{%|0.5}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
|
 
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
| 4010
 
<!--</StatDef>-->
 
|- id="Neural Heat Limit" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicEntropyMax
 
* '''Label:'''<br />neural heat limit
 
| The maximum amount of neural heat individual can tolerate safely.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 30
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Hediffs Present:
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
* '''Stat Factors:'''
 
** '''[[Psychic Sensitivity]]'''
 
* '''Parts:'''
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
*** Apparel Stat: '''PsychicEntropyMaxOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
| 3500
 
<!--</StatDef>-->
 
|- id="Neural Heat Recovery Rate" <!-- MayRequireAnyOf="Royalty {{RoyaltyIcon}},Biotech {{BiotechIcon}}" --> <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicEntropyRecoveryRate
 
* '''Label:'''<br />neural heat recovery rate
 
| The rate at which this person reduces neural heat.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Default Base Value:''' 0.54
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0}/s
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* May Require Any Of:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
* Show If Mods Loaded Any:
 
** '''Royalty {{RoyaltyIcon}}'''
 
** '''Biotech {{BiotechIcon}}'''
 
* Show If Hediffs Present:
 
** '''[[Hediffs#Psychic amplifier|Psychic amplifier]]'''
 
* '''Parts:'''
 
** '''StatPart_Pain:'''
 
*** Factor: '''{{%|3}}'''
 
** '''StatPart_GearStatOffset{{RoyaltyIcon}},{{BiotechIcon}}:'''
 
*** Apparel Stat: '''PsychicEntropyRecoveryRateOffset'''
 
*** Include Weapon: '''{{Good|true}}'''
 
| 4000
 
<!--</StatDef>-->
 
|- id="Toxic Environment Resistance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ToxicEnvironmentResistance
 
* '''Label:'''<br />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:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1}}
 
| -
 
| 3450
 
<!--</StatDef>-->
 
|- id="Sleep Fall Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RestFallRateFactor
 
* '''Label:'''<br />sleep fall rate
 
| A multiplier on the speed that a person's sleep need falls.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|-id="EMP Resistance" <!-- ParentName="MechStatBase" MayRequireAnyOf="Biotech {{BiotechIcon}},Ludeon.RimWorld.Anomaly" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EMPResistance
 
* '''Label:'''<br />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:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* May Require Any Of:
 
** '''Biotech {{BiotechIcon}}'''
 
** '''Anomaly {{AnomalyIcon}}'''
 
| 2030
 
<!--</StatDef>-->
 
|- id="Recreation Fall Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />JoyFallRateFactor
 
* '''Label:'''<br />recreation fall rate
 
| A multiplier on the speed that a person's recreation need falls.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_Social -->
 
<div id="Core Stats_Pawns_Social"><!--<Defs>-->
 
|- id="Negotiation Ability" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />NegotiationAbility
 
* '''Label:'''<br />negotiation ability
 
| How effective this person is as a negotiator.<br id="n" /><br id="n" />This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.075}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Negotiation Ability|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.4, 0.475, 0.55, 0.625, 0.7, 0.775, 0.85, 0.925, 1, 1.075, 1.15, 1.225, 1.3, 1.375, 1.45, 1.525, 1.6, 1.675, 1.75, 1.825, 1.9|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 2600
 
<!--</StatDef>-->
 
|- id="Pawn Beauty" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PawnBeauty
 
* '''Label:'''<br />beauty
 
| How physically attractive this person is. This affects social interactions.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatOne
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Arrest Success Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ArrestSuccessChance
 
* '''Label:'''<br />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:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.6}}
 
* '''Max Value:''' {{%|1}}
 
* '''Value If Missing:''' {{%|0.4}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.6}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.075}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Arrest Success Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.6, 0.675, 0.75, 0.825, 0.9, 0.975, 1.05, 1.125, 1.2, 1.275, 1.35, 1.425, 1.5, 1.575, 1.65, 1.725, 1.8, 1.875, 1.95, 2.025, 2.1|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
* '''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=300|height=150|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=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="Trade Price Improvement" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TradePriceImprovement
 
* '''Label:'''<br />trade price improvement
 
| When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|0.395}}
 
* '''Display Max When Above Or Equal:''' {{Good|true}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.015}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Trade Price Improvement|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 0.015, 0.03, 0.045, 0.06, 0.075, 0.09, 0.105, 0.12, 0.135, 0.15, 0.165, 0.18, 0.195, 0.21, 0.225, 0.24, 0.255, 0.27, 0.285, 0.3|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_PlayerFactionLeader:'''
 
*** Offset: '''{{+|{{%|0.02}}}}'''
 
| 2599
 
<!--</StatDef>-->
 
|- id="Drug Sell Price Improvement" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DrugSellPriceImprovement
 
* '''Label:'''<br />drug sell price improvement
 
| When this person sells non-medical drugs, prices are improved by this percentage.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| 2560
 
<!--</StatDef>-->
 
|- id="Social Impact" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SocialImpact
 
* '''Label:'''<br />social impact
 
| A multiplier on how much other people are affected by this person's social interactions.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.2}}
 
* '''To String Style:''' PercentTwo
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.82}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0275}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Social Impact|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.82, 0.8475, 0.875, 0.9025, 0.93, 0.9575, 0.985, 1.0125, 1.04, 1.0675, 1.095, 1.1225, 1.15, 1.1775, 1.205, 1.2325, 1.26, 1.2875, 1.315, 1.3425, 1.37|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
| 2000
 
<!--</StatDef>-->
 
<!--============ Animal ============-->
 
|- id="Tame Animal Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TameAnimalChance
 
* '''Label:'''<br />tame animal chance
 
| The base chance this person will successfully tame an animal on any given attempt.<br id="n" /><br id="n" />The actual chance is also affected by the animal's wildness.<br id="n" />Failed tame attempt can induce animal attacks, especially for more vicious animals.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentTwo
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.03}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Animals Level|yAxisTitle=Tame Animal Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.04, 0.07, 0.1, 0.13, 0.16, 0.19, 0.22, 0.25, 0.28, 0.31, 0.34, 0.37, 0.4, 0.43, 0.46, 0.49, 0.52, 0.55, 0.58, 0.61, 0.64|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1901
 
<!--</StatDef>-->
 
|- id="Train Animal Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TrainAnimalChance
 
* '''Label:'''<br />train animal chance
 
| The base chance this person will make progress training an animal on a given attempt.<br id="n" /><br id="n" />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:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.0}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentTwo
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0.10}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Animals Level|yAxisTitle=Train Animal Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.10, 0.15, 0.2, 0.25, 0.3, 0.35, 0.4, 0.45, 0.5, 0.55, 0.6, 0.65, 0.7, 0.75, 0.8, 0.85, 0.9, 0.95, 1, 1.05, 1.1|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1900
 
<!--</StatDef>-->
 
|- id="Bond Chance Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BondAnimalChanceFactor
 
* '''Label:'''<br />bond chance factor
 
| A multiplier on the chance to bond with an animal when interacting with it.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentTwo
 
| -
 
| 1890
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_WorkGeneral -->
 
<div id="Core Stats_Pawns_WorkGeneral"><!--<Defs>-->
 
|- id="Global Work Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkSpeedGlobal
 
* '''Label:'''<br />global work speed
 
| A multiplier on a character's speed at doing any kind of work.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Player Mechanoids:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Glow:'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Factor From Glow Curve:'''
 
**** '''Points:'''
 
***** (0,0.80)
 
***** (0.30,1.00)
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=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}}'''
 
** '''StatPart_Slave{{IdeologyIcon}}:'''
 
*** Factor: '''{{%|0.85}}'''
 
** '''StatPart_OverseerStatOffset{{BiotechIcon}}:'''
 
*** Stat: '''[[WorkSpeedGlobalOffsetMech]]'''
 
*** Label: '''Offset from mechanitor'''
 
** '''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=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 5000
 
<!--</StatDef>-->
 
|- id="Mining Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MiningSpeed
 
* '''Label:'''<br />mining speed
 
| A speed at which this person mines away walls.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Mining|Mining]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Mining Level|yAxisTitle=Mining Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.04, 0.16, 0.28, 0.4, 0.52, 0.64, 0.76, 0.88, 1, 1.12, 1.24, 1.36, 1.48, 1.6, 1.72, 1.84, 1.96, 2.08, 2.2, 2.32, 2.44|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4900
 
<!--</StatDef>-->
 
|- id="Deep Drilling Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DeepDrillingSpeed
 
* '''Label:'''<br />deep drilling speed
 
| A speed at which this person uses a deep drill to extract underground resources.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Mining|Mining]]'''
 
*** Base Value: '''{{%|0.04}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Mining Level|yAxisTitle=Deep Drilling Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.04, 0.16, 0.28, 0.4, 0.52, 0.64, 0.76, 0.88, 1, 1.12, 1.24, 1.36, 1.48, 1.6, 1.72, 1.84, 1.96, 2.08, 2.2, 2.32, 2.44|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4901
 
<!--</StatDef>-->
 
|- id="Mining Yield" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MiningYield
 
* '''Label:'''<br />mining yield
 
| The percentage of mined resources a miner will produce.<br id="n" /><br id="n" />This applies to both wall mining and deep drill mining.<br id="n" />This doesn't affect the production rate of rock chunks from deep drills.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1.25}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Mining|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Mining Level|yAxisTitle=Mining Yield|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4902
 
<!--</StatDef>-->
 
|- id="Smoothing Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SmoothingSpeed
 
* '''Label:'''<br />smoothing speed
 
| A multiplier on the speed at which this person smooths rough stone floors and walls.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Construction|Construction]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Construction Level|yAxisTitle=Smoothing Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.3, 0.3875, 0.475, 0.5625, 0.65, 0.7375, 0.825, 0.9125, 1, 1.0875, 1.175, 1.2625, 1.35, 1.4375, 1.525, 1.6125, 1.7, 1.7875, 1.875, 1.9625, 2.05|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
| 4500
 
<!--</StatDef>-->
 
|- id="Research Speed" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ResearchSpeed
 
* '''Label:'''<br />research speed
 
| How fast this person performs research and how quickly they can find things using scanning equipment.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Scenario Randomizable: '''{{Good|true}}'''
 
* '''Min Value:''' {{%|0.1}}
 
|
 
* Stat Factors:
 
** '''[[Global Work Speed]]'''
 
* Skill Need Factors:
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Intellectual]]'''
 
*** Base Value: '''{{%|0.08}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
 
 
----
 
----
* '''Capacity Factors:'''
+
<!--label-->catatonic<!--/label-->
** Capacity: '''[[Manipulation]]'''
+
| -<!-- Mental State -->
*** Weight: '''{{%|0.5}}'''
+
| <!--baseCommonality-->1<!--/baseCommonality-->
*** Max: '''{{%|1.1}}'''
+
| <!--intensity-->Extreme<!--/intensity-->
** Capacity: '''[[Sight]]'''
+
| <!-- Other -->
*** Weight: '''{{%|0.5}}'''
+
* Worker Class: <!--workerClass-->'''MentalBreakWorker_Catatonic'''<!--/workerClass-->
*** Max: '''{{%|1.1}}'''
+
<!--/MentalBreakDef-->
| 4500
+
|-<!--MentalBreakDef-->
<!--</StatDef>-->
+
! <!--defName-->Jailbreaker<!--/defName-->
|- id="Animal Gather Speed" <!--<StatDef>-->
+
| <!--mentalState-->Jailbreaker<!--/mentalState-->
|
+
| <!--baseCommonality-->1<!--/baseCommonality-->
* '''Def Name:'''<br />AnimalGatherSpeed
+
| <!--intensity-->Extreme<!--/intensity-->
* '''Label:'''<br />animal gather speed
+
| -<!-- Other -->
| The speed at which this person milks, shears, and otherwise gathers resources from animals.
+
<!--/MentalBreakDef-->
|
+
|-<!--MentalBreakDef-->
* Display Order:<br />'''140'''
+
! <!--defName-->Slaughterer<!--/defName-->
* Def Name:<br />'''PawnWork'''
+
| <!--mentalState-->Slaughterer<!--/mentalState-->
* Label:<br />'''Work'''
+
| <!--baseCommonality-->0.75<!--/baseCommonality-->
* Display All By Default:<br />'''{{Bad|false}}'''
+
| <!--intensity-->Extreme<!--/intensity-->
|
+
| -<!-- Other -->
* '''Default Base Value:''' {{%|1}}
+
<!--/MentalBreakDef-->
* '''Min Value:''' {{%|0.1}}
+
|-<!--MentalBreakDef-->
* '''To String Style:''' PercentZero
+
! <!--defName-->MurderousRage<!--/defName-->
|
+
| <!--mentalState-->MurderousRage<!--/mentalState-->
* '''Stat Factors:'''
+
| <!--baseCommonality-->1<!--/baseCommonality-->
** '''[[Global Work Speed]]'''
+
| <!--intensity-->Extreme<!--/intensity-->
* '''Skill Need Factors:'''
+
| <!-- Other -->
** '''SkillNeed_BaseBonus:'''
+
<commonalityFactorPerPopulationCurve>
*** Skill: '''[[Skills#Animals|Animals]]'''
+
  <points>
*** Base Value: '''{{%|0.04}}'''
+
<li>(2, 0.1)</li>
*** Bonus Per Level: '''{{+|{{%|0.12}}}}'''
+
<li>(7, 1)</li>
{{Graph:Chart|width=300|height=150|xAxisTitle=Animals Level|yAxisTitle=Animal Gather Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.04, 0.16, 0.28, 0.4, 0.52, 0.64, 0.76, 0.88, 1, 1.12, 1.24, 1.36, 1.48, 1.6, 1.72, 1.84, 1.96, 2.08, 2.2, 2.32, 2.44|xGrid=|yGrid=}}
+
  </points>
* '''Capacity Factors:'''
+
</commonalityFactorPerPopulationCurve>
** Capacity: '''[[Manipulation]]'''
+
<!--/MentalBreakDef-->
*** Weight: '''{{%|1}}'''
+
|-<!--MentalBreakDef-->
** Capacity: '''[[Sight]]'''
+
! <!--defName-->RunWild<!--/defName-->
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4501
 
<!--</StatDef>-->
 
|- id="Animal Gather Yield" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AnimalGatherYield
 
* '''Label:'''<br />animal gather yield
 
| The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.<br id="n" /><br id="n" />Higher percentages reduce the chance of wasting the product.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Animals|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Animals Level|yAxisTitle=Animal Gather Yield|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.6, 0.7, 0.75, 0.8, 0.85, 0.9, 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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4502
 
<!--</StatDef>-->
 
|- id="Plant Work Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PlantWorkSpeed
 
* '''Label:'''<br />plant work speed
 
| The speed at which this person sows and harvests plants.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** Base Value: '''{{%|0.08}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Plants Level|yAxisTitle=Plant Work Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.08, 0.195, 0.31, 0.425, 0.54, 0.655, 0.77, 0.885, 1, 1.115, 1.23, 1.345, 1.46, 1.575, 1.69, 1.805, 1.92, 2.035, 2.15, 2.265, 2.38|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
* Show On Pawn Kind: '''[[Agrihand]]''' {{BiotechIcon}}
 
| 4550
 
<!--</StatDef>-->
 
|- id="Plant Harvest Yield" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PlantHarvestYield
 
* '''Label:'''<br />plant harvest yield
 
| The yield this person gets when harvesting plants.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1.5}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Plants|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Plants Level|yAxisTitle=Plant Harvest Yield|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4551
 
<!--</StatDef>-->
 
|- id="Drug Crop Harvest Yield" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DrugHarvestYield
 
* '''Label:'''<br />drug crop harvest yield
 
| The yield this person gets when harvesting drug crops.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1.5}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Plant Harvest Yield]]'''
 
| 4552
 
<!--</StatDef>-->
 
|- id="Hunting Stealth" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />HuntingStealth
 
* '''Label:'''<br />hunting stealth
 
| This stat reduces the chance of hunted animals attacking the hunter.<br id="n" /><br id="n" />A 0% score means no reduction.<br id="n" />A 100% score means animals never attack.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Shooting|Shooting]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Shooting Level|yAxisTitle=Hunting Stealth Factor|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 0.05, 0.10, 0.15, 0.2, 0.25, 0.3, 0.35, 0.4, 0.45, 0.5, 0.55, 0.6, 0.65, 0.7, 0.75, 0.8, 0.85, 0.9, 0.95, 1|xGrid=|yGrid=}}
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Animals|Animals]]'''
 
*** Base Value: '''{{%|0}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.05}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Animals Level|yAxisTitle=Hunting Stealth Factor|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 0.05, 0.10, 0.15, 0.2, 0.25, 0.3, 0.35, 0.4, 0.45, 0.5, 0.55, 0.6, 0.65, 0.7, 0.75, 0.8, 0.85, 0.9, 0.95, 1|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Moving]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''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=300|height=150|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=}}
 
| 4500
 
<!--</StatDef>-->
 
|- id="Construction Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ConstructionSpeed
 
* '''Label:'''<br />construction speed
 
| The speed at which this person constructs and repairs buildings.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Construction|Construction]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Construction Level|yAxisTitle=Construction Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.3, 0.3875, 0.475, 0.5625, 0.65, 0.7375, 0.825, 0.9125, 1, 1.0875, 1.175, 1.2625, 1.35, 1.4375, 1.525, 1.6125, 1.7, 1.7875, 1.875, 1.9625, 2.05|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
* Show On Pawn Kind: '''[[Constructoid]]''' {{BiotechIcon}}
 
| 4602
 
<!--</StatDef>-->
 
|- id="Construct Success Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ConstructSuccessChance
 
* '''Label:'''<br />construct success chance
 
| The chance that this person will succeed in constructing something.<br id="n" />Failing means wasting time and resources.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Construction|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Construction Level|yAxisTitle=Construct Success Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.80, 0.85, 0.875, 0.90, 0.925, 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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4601
 
<!--</StatDef>-->
 
|- id="Repair Success Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />FixBrokenDownBuildingSuccessChance
 
* '''Label:'''<br />repair success chance
 
| The chance that this person will successfully repair a broken down building using a component.<br id="n" /><br id="n" />Failing means wasting time and resources.<br id="n" />Note that this only applies to repairing breakdowns, which is different from repairing damage.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Max Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Construction|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Construction Level|yAxisTitle=Repair Success Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.3}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.2}}'''
 
*** Max: '''{{%|1}}'''
 
| 4600
 
<!--</StatDef>-->
 
|- id="Cleaning Speed Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CleaningSpeed
 
* '''Label:'''<br />cleaning speed multiplier
 
| A multiplier on how fast this cleans up filth from the ground.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Show On Player Mechanoids:''' {{Good|true}}
 
* '''To String Style:''' PercentZero
 
|
 
* Show On Pawn Kind: '''[[Cleansweeper]]''' {{BiotechIcon}}
 
| 2500
 
<!--</StatDef>-->
 
|- id="Reading Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ReadingSpeed
 
* '''Label:'''<br />reading speed
 
| A multiplier on how fast this person can read.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Show Developmental Stage Filter:''' Child, Adult
 
* '''Default Base Value:''' {{%|0.8}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|1}}'''
 
*** Required: '''{{Bad|false}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.02}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Intellectual Level|yAxisTitle=Reading Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=1, 1.02, 1.04, 1.06, 1.08, 1.1, 1.12. 1.14, 1.16, 1.18, 1.2, 1.22, 1.24, 1.26, 1.28, 1.3, 1.32, 1.34, 1.36, 1.38, 1.4|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Consciousness]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|1}}'''
 
*** Max: '''{{%|1}}'''
 
* '''Parts:'''
 
** '''StatPart_Age{{BiotechIcon}}:'''
 
*** Use Biological Years: '''{{Good|true}}'''
 
*** Humanlike Only: '''{{Good|true}}'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (3,0.05)
 
***** (13,1)
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| 4600
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_WorkMedical -->
 
<div id="Core Stats_Pawns_WorkMedical"><!--<Defs>-->
 
|- id="Medical Tend Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalTendSpeed
 
* '''Label:'''<br />medical tend speed
 
| Speed at which the character tends to wounds and illnesses.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Medicine Level|yAxisTitle=Medical Tend Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.40, 0.46, 0.52, 0.58, 0.64, 0.70, 0.76, 0.82, 0.88, 0.94, 1.00, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.8}}'''
 
*** Max: '''{{%|1.3}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4650
 
<!--</StatDef>-->
 
|- id="Medical Tend Quality" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalTendQuality
 
* '''Label:'''<br />medical tend quality
 
| The base quality of tending given when tending wounds and illnesses.<br id="n" /><br id="n" />The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.20}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.10}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Medicine Level|yAxisTitle=Medical Tend Quality|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Max: '''{{%|1.4}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
*** Max: '''{{%|1.4}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (0, 0)
 
*** (1.0, 1.0)
 
*** (2.0, 1.5)
 
*** (4.0, 2.0)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 4651
 
<!--</StatDef>-->
 
|- id="Medical Operation Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalOperationSpeed
 
* '''Label:'''<br />medical operation speed
 
| The speed at which the character performs medical operations.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Medicine|Medicine]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Medicine Level|yAxisTitle=Medical Operation Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.40, 0.46, 0.52, 0.58, 0.64, 0.70, 0.76, 0.82, 0.88, 0.94, 1.00, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.7}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4652
 
<!--</StatDef>-->
 
|- id="Medical Surgery Success Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MedicalSurgerySuccessChance
 
* '''Label:'''<br />medical surgery success chance
 
| The base chance that a character will succeed when performing a medical operation.<br id="n" /><br id="n" />The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.<br id="n" /><br id="n" />No matter how high this stat is, there is always a small chance of failure on any operation.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1.00}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Medicine|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Medicine Level|yAxisTitle=Medical Surgery Success Chance|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=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|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4653
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Pawns_WorkRecipes -->
 
<div id="Core Stats_Pawns_WorkRecipes"><!--<Defs>-->
 
<!-- Dumb recipes - not affected by skill because there's no skill component -->
 
|- id="Smelting Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SmeltingSpeed
 
* '''Label:'''<br />smelting speed
 
| The speed at which this person smelts things.<br id="n" /><br id="n" />Since smelting is dumb labor, smelting speed is not affected by any skill.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4500
 
<!--</StatDef>-->
 
<!-- 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="General Labor Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />GeneralLaborSpeed
 
* '''Label:'''<br />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:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1}}'''
 
| 4999
 
<!--</StatDef>-->
 
<!-- Production recipes - speed affected by skill because there is no output quality -->
 
|- id="Drug Synthesis Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DrugSynthesisSpeed
 
* '''Label:'''<br />drug synthesis speed
 
| How fast this character synthesizes complex chemical drugs.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Supress Disabled Error:''' {{Good|true}}
 
* '''Disable If Skill Disabled:''' [[Skills#Crafting|Crafting]]
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
*** Required: '''{{Bad|false}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Intellectual Level|yAxisTitle=Drug Synthesis Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.3, 0.3875, 0.475, 0.5625, 0.65, 0.7375, 0.825, 0.9125, 1, 1.0875, 1.175, 1.2625, 1.35, 1.4375, 1.525, 1.6125, 1.7, 1.7875, 1.875, 1.9625, 2.05|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.6}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4511
 
<!--</StatDef>-->
 
|- id="Cooking Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CookSpeed
 
* '''Label:'''<br />cooking speed
 
| The speed at which this person cooks meals.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''No Skill Offset:''' 20
 
* '''Min Value:''' 0.1
 
* '''To String Style:''' PercentZero
 
* '''To String Style Unfinalized:''' FloatOne
 
|
 
* '''Post Process Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Offsets:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''0'''
 
*** Bonus Per Level: '''{{+|1}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Cooking Level|yAxisTitle=Cooking Skill Points|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20|xGrid=|yGrid=}}
 
* '''Capacity Offsets:'''
 
** Capacity: '''[[Sight]]'''
 
*** Scale: '''4'''
 
*** Max: '''{{%|1.5}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Scale: '''16'''
 
*** Max: '''{{%|1.5}}'''
 
* '''Post Process Curve:'''
 
** '''Points:'''
 
*** (-20, 0.01)
 
*** (0, 0.4)
 
*** (20, 1.6)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 4541
 
<!--</StatDef>-->
 
|- id="Food Poison Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />FoodPoisonChance
 
* '''Label:'''<br />food poison chance
 
* '''Label For Full Stat List:'''<br />food poison chance (chance to poison a meal)
 
| The probability that this character will inadvertently poison a meal they cook.<br id="n" /><br id="n" />Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Cooking|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
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Cooking Level|yAxisTitle=Food Poison Chance|type=rect|x=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=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|xGrid=|yGrid=}}
 
| 4542
 
<!--</StatDef>-->
 
|- id="Drug Cooking Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />DrugCookingSpeed
 
* '''Label:'''<br />drug cooking speed
 
| The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Supress Disabled Error:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Cooking Skill Points|yAxisTitle=Drug Cooking Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.40, 0.46, 0.52, 0.58, 0.64, 0.70, 0.76, 0.82, 0.88, 0.94, 1.00, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.3}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
| 4510
 
<!--</StatDef>-->
 
|- id="Butchery Speed" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ButcheryFleshSpeed
 
* '''Label:'''<br />butchery speed
 
| The speed at which this person butchers flesh creatures.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.1}}'''
 
* To String Style: '''PercentZero'''
 
|
 
* ''Stat Factors:''
 
** '''[[Global Work Speed]]'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Cooking Skill Points|yAxisTitle=Butchery Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.40, 0.46, 0.52, 0.58, 0.64, 0.70, 0.76, 0.82, 0.88, 0.94, 1.00, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60|xGrid=|yGrid=}}
 
| 4500
 
<!--</StatDef>-->
 
|- id="Mechanoid Shredding Speed" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ButcheryMechanoidSpeed
 
* '''Label:'''<br />mechanoid shredding speed
 
| The speed at which this person can shred a mechanoid for resources.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.1}}'''
 
* To String Style: '''PercentZero'''
 
|
 
* ''Stat Factors:''
 
** '''[[Global Work Speed]]'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|1}}'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.4}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.06}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Crafting Level|yAxisTitle=Mechanoid Shredding Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.40, 0.46, 0.52, 0.58, 0.64, 0.70, 0.76, 0.82, 0.88, 0.94, 1.00, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60|xGrid=|yGrid=}}
 
| 4500
 
<!--</StatDef>-->
 
|- id="Butchery Efficiency" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ButcheryFleshEfficiency
 
* '''Label:'''<br />butchery efficiency
 
| The amount of meat produced when butchering flesh creatures.<br id="n" /><br id="n" />The actual amount is also related to the creature's size.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0}}'''
 
* Max Value: '''{{%|1.5}}'''
 
* To String Style: '''PercentZero'''
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.9}}'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Cooking|Cooking]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Cooking Skill Points|yAxisTitle=Butchery Efficiency|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.775, 0.80, 0.825, 0.85, 0.875, 0.90, 0.925, 0.95, 0.975, 1.00, 1.025, 1.05, 1.075, 1.10, 1.125, 1.15, 1.175, 1.20, 1.225, 1.25|xGrid=|yGrid=}}
 
| 4520
 
<!--</StatDef>-->
 
|- id="Mechanoid Shredding Efficiency" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ButcheryMechanoidEfficiency
 
* '''Label:'''<br />mechanoid shredding efficiency
 
| The amount of materials yielded when this person shreds a dead mechanoid for resources.<br id="n" /><br id="n" />The actual amount is also related to the mechanoid's size.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0}}'''
 
* Max Value: '''{{%|1.5}}'''
 
* To String Style: '''PercentZero'''
 
|
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.4}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.9}}'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Crafting Level|yAxisTitle=Mechanoid Shredding Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.775, 0.80, 0.825, 0.85, 0.875, 0.90, 0.925, 0.95, 0.975, 1.00, 1.025, 1.05, 1.075, 1.10, 1.125, 1.15, 1.175, 1.20, 1.225, 1.25|xGrid=|yGrid=}}
 
| 4520
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Stuff -->
 
<div id="Core Stats_Stuff"><!--<Defs>-->
 
|- id="Armor - Sharp" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffPower_Armor_Sharp
 
* '''Label:'''<br />Armor - Sharp
 
* '''Label For Full Stat List:'''<br />Armor - Sharp (material factor)
 
| Armor against sharp damage like bullets, knife stabs, and animal bites.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4510
 
<!--</StatDef>-->
 
|- id="Armor - Blunt" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffPower_Armor_Blunt
 
* '''Label:'''<br />Armor - Blunt
 
* '''Label For Full Stat List:'''<br />Armor - Blunt (material factor)
 
| Armor against blunt damage like club impacts, rock falls, and explosions.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4509
 
<!--</StatDef>-->
 
|- id="Armor - Heat" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffPower_Armor_Heat
 
* '''Label:'''<br />Armor - Heat
 
* '''Label For Full Stat List:'''<br />Armor - Heat (material factor)
 
| Armor against temperature-related damage like burns.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4508
 
<!--</StatDef>-->
 
|- id="Insulation - Cold" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffPower_Insulation_Cold
 
* '''Label:'''<br />Insulation - Cold
 
* '''Label For Full Stat List:'''<br />Insulation - Cold (material factor)
 
| How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' TemperatureOffset
 
| -
 
| 4507
 
<!--</StatDef>-->
 
|- id="Insulation - Heat" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StuffPower_Insulation_Heat
 
* '''Label:'''<br />Insulation - Heat
 
* '''Label For Full Stat List:'''<br />Insulation - Heat (material factor)
 
| How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' TemperatureOffset
 
| -
 
| 4506
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Weapons_Melee -->
 
<div id="Core Stats_Weapons_Melee"><!--<Defs>-->
 
|- id="Melee Damage Per Second" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeWeapon_AverageDPS
 
* '''Label:'''<br />melee damage per second
 
| Average damage dealt per second in melee combat, if all attacks hit.
 
|
 
* Display Order:<br />'''48'''
 
* Def Name:<br />'''Weapon_Melee'''
 
* Label:<br />'''Weapon (melee)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeleeAverageDPS
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatTwo
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 5010
 
<!--</StatDef>-->
 
|- id="Melee Armor Penetration" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeWeapon_AverageArmorPenetration
 
* '''Label:'''<br />melee armor penetration
 
| Average armor penetration in melee combat.
 
|
 
* Display Order:<br />'''48'''
 
* Def Name:<br />'''Weapon_Melee'''
 
* Label:<br />'''Weapon (melee)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MeleeAverageArmorPenetration
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 5009
 
<!--</StatDef>-->
 
|- id="Melee Damage Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeWeapon_DamageMultiplier
 
* '''Label:'''<br />melee damage multiplier
 
| A damage multiplier applied to melee combat.
 
|
 
* Display Order:<br />'''48'''
 
* Def Name:<br />'''Weapon_Melee'''
 
* Label:<br />'''Weapon (melee)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.8}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.1}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.2}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.45}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.65}}}}'''
 
| 5008
 
<!--</StatDef>-->
 
<!-- Damage multipliers should be stats on stuffs only-->
 
|- id="Melee Cooldown" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeWeapon_CooldownMultiplier
 
* '''Label:'''<br />melee cooldown
 
| A multiplier on attack delay for weapons made of this material.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4504
 
<!--</StatDef>-->
 
|- id="Sharp Damage" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SharpDamageMultiplier
 
* '''Label:'''<br />sharp damage
 
| A multiplier on damage from sharp-type attacks for weapons made of this material.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4505
 
<!--</StatDef>-->
 
|- id="Blunt Damage" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BluntDamageMultiplier
 
* '''Label:'''<br />blunt damage
 
| A multiplier on damage from blunt-type attacks for weapons made of this material.
 
|
 
* Display Order:<br />'''74'''
 
* Def Name:<br />'''StuffStatFactors'''
 
* Label:<br />'''Multipliers when made of this'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4506
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Core Stats_Weapons_Ranged -->
 
<div id="Core Stats_Weapons_Ranged"><!--<Defs>-->
 
|- id="Accuracy (Close)" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AccuracyTouch
 
* '''Label:'''<br />Accuracy (close)
 
| The weapon's accuracy at a distance of 3 cells or less.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.01}}'''
 
* Max Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show If Undefined: '''{{Bad|false}}'''
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.35}}'''
 
** Factor Legendary: '''{{%|1.5}}'''
 
| 5110
 
<!--</StatDef>-->
 
|- id="Accuracy (Short)" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AccuracyShort
 
* '''Label:'''<br />Accuracy (short)
 
| The weapon's accuracy at a distance of 12 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.01}}'''
 
* Max Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show If Undefined: '''{{Bad|false}}'''
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.35}}'''
 
** Factor Legendary: '''{{%|1.5}}'''
 
| 5109
 
<!--</StatDef>-->
 
|- id="Accuracy (Medium)" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AccuracyMedium
 
* '''Label:'''<br />Accuracy (medium)
 
| The weapon's accuracy at a distance of 25 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.01}}'''
 
* Max Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show If Undefined: '''{{Bad|false}}'''
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.35}}'''
 
** Factor Legendary: '''{{%|1.5}}'''
 
| 5108
 
<!--</StatDef>-->
 
|- id="Accuracy (Long)" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AccuracyLong
 
* '''Label:'''<br />Accuracy (long)
 
| The weapon's accuracy at a distance of 40 cells or more.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* Min Value: '''{{%|0.01}}'''
 
* Max Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Show If Undefined: '''{{Bad|false}}'''
 
|
 
''StatParts'':
 
* '''''StatPart_Quality:'''''
 
** Factor Awful: '''{{%|0.8}}'''
 
** Factor Poor: '''{{%|0.9}}'''
 
** Factor Normal: '''{{%|1}}'''
 
** Factor Good: '''{{%|1.1}}'''
 
** Factor Excellent: '''{{%|1.2}}'''
 
** Factor Masterwork: '''{{%|1.35}}'''
 
** Factor Legendary: '''{{%|1.5}}'''
 
| 5107
 
<!--</StatDef>-->
 
|- id="Ranged Cooldown" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RangedWeapon_Cooldown
 
* '''Label:'''<br />ranged cooldown
 
| How long it takes to recover after firing this weapon.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 1
 
* '''Min Value:''' 0.01
 
* '''To String Style:''' FloatTwo
 
* '''Format String:''' {0} s
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 5106
 
<!--</StatDef>-->
 
|- id="Damage Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RangedWeapon_DamageMultiplier
 
* '''Label:'''<br />damage multiplier
 
| A damage multiplier applied to projectiles fired from this weapon.
 
|
 
* Display Order:<br />'''44'''
 
* Def Name:<br />'''Weapon_Ranged'''
 
* Label:<br />'''Weapon (ranged)'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|1}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{%|1}}'''
 
*** Factor Excellent: '''{{%|1}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.25}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.5}}}}'''
 
| 5105
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Royalty Stats_Apparel -->
 
<div id="Royalty Stats_Apparel"><!--<Defs>-->
 
|- id="Jump Range" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />JumpRange
 
* '''Label:'''<br />Jump range
 
| The maximum jump distance.
 
|
 
* Display Order:<br />'''30'''
 
* Def Name:<br />'''Apparel'''
 
* Label:<br />'''Apparel'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
* '''Format String:''' {0} c
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality:'''
 
*** Factor Awful: '''{{Bad|{{%|0.75}}}}'''
 
*** Factor Poor: '''{{Bad|{{%|0.9}}}}'''
 
*** Factor Normal: '''{{%|1}}'''
 
*** Factor Good: '''{{Good|{{%|1.06}}}}'''
 
*** Factor Excellent: '''{{Good|{{%|1.13}}}}'''
 
*** Factor Masterwork: '''{{Good|{{%|1.19}}}}'''
 
*** Factor Legendary: '''{{Good|{{%|1.25}}}}'''
 
| 60
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Royalty Stats_Basics_Special -->
 
<div id="Royalty Stats_Basics_Special"><!--<Defs>-->
 
|- id="Meditation Plant Growth Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeditationPlantGrowthOffset
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Meditation'''
 
* Label:<br />'''Meditation'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show Zero Base Value:''' {{Bad|false}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_ArtificialBuildingsNearbyOffset:'''
 
*** Radius: '''34.9'''
 
*** '''Curve:'''
 
**** '''Points:'''
 
***** (0,  0.0)
 
***** (5,  -0.08)
 
***** (10, -0.15)
 
***** (50, -0.3)
 
{{Graph:Chart|width=300|height=150|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=}}
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Royalty Stats_Pawns_General -->
 
<div id="Royalty Stats_Pawns_General"><!--<Defs>-->
 
|- id="Neural Heat Gain" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PsychicEntropyGain
 
* '''Label:'''<br />neural heat gain
 
| A multiplier on neural heat gained from any source.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
* Show If Mods Loaded:
 
** '''Royalty {{RoyaltyIcon}}'''
 
| 4000
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Basics_Special -->
 
<div id="Ideology Stats_Basics_Special"><!--<Defs>-->
 
|- id="Slave Suppression Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SlaveSuppressionOffset
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| 3600
 
<!--</StatDef>-->
 
|- id="Terror Source" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />TerrorSource
 
* '''Label:'''<br />terror
 
| The intensity of terror this object induces when viewed.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}%
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Quality_Offset:'''
 
*** Offset Awful: '''{{+|3}}'''
 
*** Offset Poor: '''{{+|6}}'''
 
*** Offset Normal: '''{{+|10}}'''
 
*** Offset Good: '''{{+|15}}'''
 
*** Offset Excellent: '''{{+|20}}'''
 
*** Offset Masterwork: '''{{+|30}}'''
 
*** Offset Legendary: '''{{+|40}}'''
 
*** Thing Defs: '''[[Terror sculpture]]'''
 
** '''StatPart_CorpseCasket:'''
 
*** Offset Occupied: '''{{+|25}}'''
 
*** Thing Defs: '''[[Gibbet cage]]'''
 
| 3600
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Buildings_Special -->
 
<div id="Ideology Stats_Buildings_Special"><!--<Defs>-->
 
|- id="Biosculpter Pod Speed Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BiosculpterPodSpeedFactor
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Parts:'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[BiosculpterPodSpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
| 4100
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Misc -->
 
<div id="Ideology Stats_Misc"><!--<Defs>-->
 
|- id="Style Dominance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />StyleDominance
 
* '''Label:'''<br />style dominance
 
| How much this object contributes to overall style dominance in an area.
 
|
 
* Display Order:<br />'''12'''
 
* Def Name:<br />'''BasicsNonPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatMaxThree
 
* '''Hide At Value:''' 0
 
* '''Hide In Classic Mode:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_HasRelic:'''
 
*** Offset: '''{{+|40}}'''
 
| 6000
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Pawns_General -->
 
<div id="Ideology Stats_Pawns_General"><!--<Defs>-->
 
|- id="Terror" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Terror
 
* '''Label:'''<br />terror
 
| The intensity of terror this person is experiencing.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_Terror
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Max Value:''' 100
 
* '''To String Style:''' PercentZero
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 3600
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Pawns_Ideo -->
 
<div id="Ideology Stats_Pawns_Ideo"><!--<Defs>-->
 
|- id="Conversion Power" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ConversionPower
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.4}}
 
* '''To String Style:''' PercentTwo
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.3}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0875}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Conversion Power|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.3, 0.3875, 0.475, 0.5625, 0.65, 0.7375, 0.825, 0.9125, 1, 1.0875, 1.175, 1.2625, 1.35, 1.4375, 1.525, 1.6125, 1.7, 1.7875, 1.875, 1.9625, 2.05|xGrid=|yGrid=}}
 
* '''Parts:'''
 
** '''StatPart_RoleConversionPower'''
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Talking]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.05}}'''
 
*** Max: '''{{%|1}}'''
 
** Capacity: '''[[Hearing]]'''
 
*** Weight: '''{{%|0.9}}'''
 
*** Allowed Defect: '''{{%|0.20}}'''
 
*** Max: '''{{%|1}}'''
 
| 1901
 
<!--</StatDef>-->
 
|- id="Global Certainty Loss Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CertaintyLossFactor
 
* '''Label:'''<br />global certainty loss factor
 
| A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 1900
 
<!--</StatDef>-->
 
|- id="Ideoligion Spread Chance" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SocialIdeoSpreadFrequencyFactor
 
* '''Label:'''<br />ideoligion spread chance
 
| A multiplier on the chance that this person will try to convert other people to their own ideoligion.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| 1899
 
<!--</StatDef>-->
 
<!-- Darkness combat -->
 
<!-- Darkness combat - shooting accuracy -->
 
|- id="Shooting Accuracy Outdoors Dark" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyOutdoorsDarkOffset
 
* '''Label:'''<br />shooting accuracy outdoors dark
 
| An offset on shooting accuracy if the target is outdoors at night.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy Outdoors Lit" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyOutdoorsLitOffset
 
* '''Label:'''<br />shooting accuracy outdoors lit
 
| An offset on shooting accuracy if the target is outdoors during the day.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy Indoors Dark" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyIndoorsDarkOffset
 
* '''Label:'''<br />shooting accuracy indoors dark
 
| An offset on shooting accuracy if the target is indoors in the dark.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy Indoors Lit" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyIndoorsLitOffset
 
* '''Label:'''<br />shooting accuracy indoors lit
 
| An offset on shooting accuracy if the target is indoors and lit.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
<!-- Darkness combat - melee hit chance -->
 
|- id="Melee Hit Chance Outdoors Dark" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeHitChanceOutdoorsDarkOffset
 
* '''Label:'''<br />melee hit chance outdoors dark
 
| An offset on melee hit chance if the target is outdoors at night.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Hit Chance Outdoors Lit" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeHitChanceOutdoorsLitOffset
 
* '''Label:'''<br />melee hit chance outdoors lit
 
| An offset on melee hit chance if the target is outdoors during the day.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Hit Chance Indoors Dark" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeHitChanceIndoorsDarkOffset
 
* '''Label:'''<br />melee hit chance indoors dark
 
| An offset on melee hit chance if the target is indoors in the dark.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Hit Chance Indoors Lit" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeHitChanceIndoorsLitOffset
 
* '''Label:'''<br />melee hit chance indoors lit
 
| An offset on melee hit chance if the target is indoors and lit.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
<!-- Darkness combat - melee dodge chance -->
 
|- id="Melee Dodge Chance Outdoors Night" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDodgeChanceOutdoorsDarkOffset
 
* '''Label:'''<br />melee dodge chance outdoors night
 
| An offset on melee dodge chance if the target is outdoors at night.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Dodge Chance Outdoors Day" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDodgeChanceOutdoorsLitOffset
 
* '''Label:'''<br />melee dodge chance outdoors day
 
| An offset on melee dodge chance if the target is outdoors during the day.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Dodge Chance Indoors Dark" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDodgeChanceIndoorsDarkOffset
 
* '''Label:'''<br />melee dodge chance indoors dark
 
| An offset on melee dodge chance if the target is indoors in the dark.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Melee Dodge Chance Indoors Lit" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDodgeChanceIndoorsLitOffset
 
* '''Label:'''<br />melee dodge chance indoors lit
 
| An offset on melee dodge chance if the target is indoors and lit.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|0}}'''
 
* To String Style: '''PercentZero'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Always Hide: '''{{Good|true}}'''
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Biosculpter Occupant Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BiosculpterOccupantSpeed
 
* '''Label:'''<br />biosculpter occupant speed
 
| A multiplier on how quickly this person will complete a biosculpter pod cycle.
 
|
 
* Display Order:<br />'''130'''
 
* Def Name:<br />'''PawnMisc'''
 
* Label:<br />'''Misc'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_BiosculptingSpeedFactor'''
 
| 1900
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Pawns_Social -->
 
<div id="Ideology Stats_Pawns_Social"><!--<Defs>-->
 
|- id="Slave Suppression Fall Rate" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SlaveSuppressionFallRate
 
* '''Label:'''<br />slave suppression fall rate
 
| The rate at which slave suppression falls.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_SuppressionFallRate
 
* '''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:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Slaves Only:''' {{Good|true}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''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=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}}
 
| 2200
 
<!--</StatDef>-->
 
|- id="Animal Products Price Improvement" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AnimalProductsSellImprovement
 
* '''Label:'''<br />animal products price improvement
 
| When this person sells meat, leather, or wool, prices are improved by this percentage.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentTwo
 
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| 2570
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Ideology Stats_Pawns_WorkGeneral -->
 
<div id="Ideology Stats_Pawns_WorkGeneral"><!--<Defs>-->
 
|- id="Suppression Power" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SuppressionPower
 
* '''Label:'''<br />suppression power
 
| A multiplier on a warden's ability to suppress slaves.
 
|
 
* Display Order:<br />'''120'''
 
* Def Name:<br />'''PawnSocial'''
 
* Label:<br />'''Social'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.05}}
 
* '''Max Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Social|Social]]'''
 
*** Base Value: '''{{%|0.05}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.0225}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Suppression Power|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.05, 0.0725, 0.095, 0.1175, 0.14, 0.1625, 0.185, 0.2075, 0.23, 0.2525, 0.275, 0.2975, 0.32, 0.3425, 0.365, 0.3875, 0.41, 0.4325, 0.455, 0.4775, 0.5|xGrid=|yGrid=}}
 
| -
 
<!--</StatDef>-->
 
|- id="Hacking Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />HackingSpeed
 
* '''Label:'''<br />hacking speed
 
| How fast this person can hack into computer terminals.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Intellectual Level|yAxisTitle=Hacking Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.775, 0.80, 0.825, 0.85, 0.875, 0.90, 0.925, 0.95, 0.975, 1.00, 1.025, 1.05, 1.075, 1.10, 1.125, 1.15, 1.175, 1.20, 1.225, 1.25|xGrid=|yGrid=}}
 
* '''Capacity Factors:'''
 
** Capacity: '''[[Manipulation]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1.1}}'''
 
** Capacity: '''[[Sight]]'''
 
*** Weight: '''{{%|0.5}}'''
 
*** Max: '''{{%|1.1}}'''
 
| 4510
 
<!--</StatDef>-->
 
|- id="Pruning Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />PruningSpeed
 
* '''Label:'''<br />pruning speed
 
| A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.<br id="n" /><br id="n" />Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Stat Factors:'''
 
** '''[[Global Work Speed]]'''
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_Direct:'''
 
*** Skill: '''[[Skills#Plants|Plants]]'''
 
*** '''Values Per Level:'''
 
**** 0.92
 
**** 0.93
 
**** 0.94
 
**** 0.95
 
**** 0.96
 
**** 0.97
 
**** 0.98
 
**** 0.99
 
**** 1
 
**** 1.01
 
**** 1.02
 
**** 1.03
 
**** 1.04
 
**** 1.05
 
**** 1.06
 
**** 1.07
 
**** 1.08
 
**** 1.09
 
**** 1.10
 
**** 1.11
 
**** 1.12
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Plants Level|yAxisTitle=Pruning Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.92, 0.93, 0.94, 0.95, 0.96, 0.97, 0.98, 0.99, 1, 1.01, 1.02, 1.03, 1.04, 1.05, 1.06, 1.07, 1.08, 1.09, 1.10, 1.11, 1.12|xGrid=|yGrid=}}
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Biotech Stats_Buildings_Special -->
 
<div id="Biotech Stats_Buildings_Special"><!--<Defs>-->
 
|- id="Baby Play Power" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BabyPlayGainFactor
 
* '''Label:'''<br />baby play power
 
| How effectively this object can be used to fulfill a baby's need for play.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.3}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 4020
 
<!--</StatDef>-->
 
|- id="Genetic Complexity Increase" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />GeneticComplexityIncrease
 
* '''Label:'''<br />genetic complexity increase
 
| When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
* '''Show On Pawns:''' {{Bad|false}}
 
* '''To String Number Sense:''' Offset
 
* '''Always Hide:''' {{Good|true}}
 
| -
 
| 4200
 
<!--</StatDef>-->
 
<!-- Similar to ResearchSpeedFactor -->
 
|- id="Work Speed Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />AssemblySpeedFactor
 
* '''Label:'''<br />work speed factor
 
| The speed at which people assemble genes here is multiplied by this value.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.25}}
 
* '''To String Style:''' PercentZero
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Parts:'''
 
** '''StatPart_Outdoors:'''
 
*** Factor Indoors: '''{{%|1.00}}'''
 
*** Factor Outdoors: '''{{%|0.75}}'''
 
** '''StatPart_RoomStat:'''
 
*** '''Room Stat: '''[[AssemblySpeedFactor]]'''
 
*** '''Custom Label: '''Room cleanliness'''
 
| 1000
 
<!--</StatDef>-->
 
|- id="Birth Quality Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BirthRitualQualityOffset
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''50'''
 
* Def Name:<br />'''Building'''
 
* Label:<br />'''Building'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Hide At Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
| -
 
| 4110
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Biotech Stats_Misc -->
 
<div id="Biotech Stats_Misc"><!--<Defs>-->
 
|- id="Max Install Count" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MaxInstallCount
 
* '''Label:'''<br />max install count
 
| How many times this can be installed. Each additional installation increases or upgrades the base effect.
 
|
 
* Display Order:<br />'''10'''
 
* Def Name:<br />'''Basics'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Hide At Value:''' 0
 
* '''For Information Only:''' {{Good|true}}
 
| -
 
| 4020
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Biotech Stats_Pawns_Combat -->
 
<div id="Biotech Stats_Pawns_Combat"><!--<Defs>-->
 
|- id="Melee Door Damage Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MeleeDoorDamageFactor
 
* '''Label:'''<br />melee door damage factor
 
| A special multiplier on the amount of melee damage inflicted on doors.
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Humanlikes:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Good|true}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
|- id="Shooting Accuracy Multiplier (Child)" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ShootingAccuracyChildFactor
 
* '''Label:'''<br />shooting accuracy multiplier
 
| -
 
|
 
* Display Order:<br />'''110'''
 
* Def Name:<br />'''PawnCombat'''
 
* Label:<br />'''Combat'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Show Developmental Stage Filter:''' Child
 
* '''Always Hide:''' {{Good|true}}
 
|
 
* '''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=300|height=150|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}}
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Biotech Stats_Pawns_General -->
 
<div id="Biotech Stats_Pawns_General"><!--<Defs>-->
 
|- id="Fertility" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />Fertility
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Humanlikes:''' {{Good|true}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Entities:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Adult
 
|
 
* '''Parts:'''
 
** '''StatPart_FertilityByGenderAge:'''
 
*** '''Male Fertility Age Factor:'''
 
**** '''Points:'''
 
***** (14, 0)
 
***** (18, 1)
 
***** (50, 1)
 
***** (90, 0)
 
{{Graph:Chart|width=300|height=150|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 Fertility Age Factor:'''
 
**** '''Points:'''
 
***** (14, 0)
 
***** (20, 1)
 
***** (28, 1)
 
***** (35, 0.5)
 
***** (40, 0.1)
 
***** (45, 0.02)
 
***** (50, 0)
 
{{Graph:Chart|width=300|height=150|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=}}
 
** '''StatPart_FertilityByHediffs'''
 
| -
 
<!--</StatDef>-->
 
<!-- Mechanitor -->
 
|- id="Mech Bandwidth" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechBandwidth
 
* '''Label:'''<br />mech bandwidth
 
| How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.<br id="n" /><br id="n" />Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* Show If Undefined: '''{{Good|true}}'''
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Control Groups" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechControlGroups
 
* '''Label:'''<br />mech control groups
 
| How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* Show If Undefined: '''{{Good|true}}'''
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Remote Repair Distance" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechRemoteRepairDistance
 
* '''Label:'''<br />mech remote repair distance
 
| How far away a mech can be during remote repair.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Remote Shield Distance" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechRemoteShieldDistance
 
* '''Label:'''<br />mech remote shield distance
 
| The maximum range at which a mechanitor can place a shield on a mechanoid.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Remote Shield Energy" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechRemoteShieldEnergy
 
* '''Label:'''<br />mech remote shield energy
 
| The energy a remote shield will have when created by a mechanitor.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Default Base Value: '''{{%|0}}'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Gestation Speed" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechFormingSpeed
 
* '''Label:'''<br />mech gestation speed
 
| A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* Show If Undefined: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.025}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Crafting Skill|yAxisTitle=Mech Gestation Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.775, 0.80, 0.825, 0.85, 0.875, 0.90, 0.925, 0.95, 0.975, 1.00, 1.025, 1.05, 1.075, 1.10, 1.125, 1.15, 1.175, 1.20, 1.225, 1.25|xGrid=|yGrid=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="Mech Repair Speed" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechRepairSpeed
 
* '''Label:'''<br />mech repair speed
 
| A multiplier on how fast a mechanitor can repair mechanoids.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* Show If Undefined: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.8}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.1}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Crafting Level|yAxisTitle=Mech Repair Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.8, 0.9, 1, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8|xGrid=|yGrid=}}
 
| 2000
 
<!--</StatDef>-->
 
|- id="Subcore Encoding Speed" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />SubcoreEncodingSpeed
 
* '''Label:'''<br />subcore encoding speed
 
| A multiplier on how fast a mechanitor can create subcores.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* Worker Class: '''StatWorker_Mechanitor'''
 
* Min Value: '''{{%|0}}'''
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Good|true}}'''
 
* Show On Mechanoids: '''{{Bad|false}}'''
 
* Show If Undefined: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
|
 
* '''Skill Need Factors:'''
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Skills#Crafting|Crafting]]'''
 
*** Base Value: '''{{%|0.75}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.1}}}}'''
 
{{Graph:Chart|width=300|height=150|xAxisTitle=Crafting Level|yAxisTitle=Subcore Encoding Speed|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=0.75, 0.85, 0.95, 1.05, 1.15, 1.25, 1.35, 1.45, 1.55, 1.65, 1.75, 1.85, 1.95, 2.05, 2.15, 2.25, 2.35, 2.45, 2.55, 2.65, 2.75|xGrid=|yGrid=}}
 
| 2000
 
<!--</StatDef>-->
 
<!-- Mech -->
 
|- id="Bandwidth Cost" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />BandwidthCost
 
* '''Label:'''<br />bandwidth cost
 
| How much bandwidth this mech consumes when under mechanitor control.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Control Taking Time" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ControlTakingTime
 
* '''Label:'''<br />control taking time
 
| How many seconds it will take for a mechanitor to take control of this mech.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Default Base Value:''' 12
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Format String:''' {0}s
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2010
 
<!--</StatDef>-->
 
|- id="Energy Usage Multiplier" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechEnergyUsageFactor
 
* '''Label:'''<br />energy usage multiplier
 
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2000
 
<!--</StatDef>-->
 
|- id="Wastepacks Per Recharge" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WastepacksPerRecharge
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Default Base Value:''' {{%|5}}
 
* '''Min Value:''' {{%|0}}
 
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
* '''Post Process Stat Factors:'''
 
** '''[[Bandwidth Cost]]'''
 
* '''Parts:'''
 
** '''StatPart_Hyperlinks:'''
 
*** Thing Defs: '''[[Toxic wastepack]]'''
 
| 2000
 
<!--</StatDef>-->
 
|- id="Repair Energy Cost" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MechEnergyLossPerHP
 
* '''Label:'''<br />repair energy cost
 
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
|
 
* Display Order:<br />'''13'''
 
* Def Name:<br />'''Mechanoid'''
 
* Label:<br />'''Mechanoid'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''May Require Any Of:'''
 
** Biotech{{BiotechIcon}}
 
** Anomaly{{AnomalyIcon}}
 
* Show On Animals: '''{{Bad|false}}'''
 
* Show On Humanlikes: '''{{Bad|false}}'''
 
* Show On Mechanoids: '''{{Good|true}}'''
 
* '''Worker Class:''' StatWorker_MechEnergyLossPerHP
 
* '''Default Base Value:''' 0.333
 
* '''Min Value:''' 0
 
* '''To String Style:''' Integer
 
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| 2020
 
<!--</StatDef>-->
 
<!-- Genes -->
 
|- id="Hemogen Gain Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />HemogenGainFactor
 
* '''Label:'''<br />hemogen gain multiplier
 
| A multiplier on the amount of hemogen gained.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Raw Nutrition Multiplier" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />RawNutritionFactor
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.0001}}
 
| -
 
| 1001
 
<!--</StatDef>-->
 
|- id="Cancer Rate Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />CancerRate
 
* '''Label:'''<br />cancer rate factor
 
| A multiplier on how likely this person is to develop cancer in any given time frame.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| 2100
 
<!--</StatDef>-->
 
|- id="Learning Rate Factor" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />LearningRateFactor
 
* '''Label:'''<br />learning rate factor
 
| A multiplier on how quickly a child's learning need is fulfilled by learning activities.
 
|
 
* Display Order:<br />'''11'''
 
* Def Name:<br />'''BasicsPawn'''
 
* Label:<br />'''Basics'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''To String Style:''' PercentZero
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''Min Value:''' {{%|0.01}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show Developmental Stage Filter:''' Child
 
| -
 
| 1350
 
<!--</StatDef>-->
 
|- id="Growth Vat Occupant Speed" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />GrowthVatOccupantSpeed
 
* '''Label:'''<br />growth vat occupant speed
 
| A multiplier on how quickly this person will grow when in a growth vat.
 
|
 
* Display Order:<br />'''130'''
 
* Def Name:<br />'''PawnMisc'''
 
* Label:<br />'''Misc'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Default Base Value:''' {{%|1}}
 
* '''Hide At Value:''' {{%|1}}
 
* '''To String Style:''' PercentZero
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Cacheable:''' {{Good|true}}
 
|
 
* '''Parts:'''
 
** '''StatPart_GrowthVatSpeedFactor'''
 
| 1850
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Biotech Stats_Pawns_WorkGeneral -->
 
<div id="Biotech Stats_Pawns_WorkGeneral"><!--<Defs>-->
 
|- id="Mech Work Speed Offset" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />WorkSpeedGlobalOffsetMech
 
* '''Label:'''<br />mech work speed offset
 
| A work speed offset applied to a mechanitor's mechs.
 
|
 
* Display Order:<br />'''105'''
 
* Def Name:<br />'''Mechanitor'''
 
* Label:<br />'''Mechanitor'''
 
* Display All By Default:<br />'''{{Good|true}}'''
 
|
 
* '''Default Base Value:''' {{%|0}}
 
* '''Min Value:''' {{%|0}}
 
* '''Hide At Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
* '''Scenario Randomizable:''' {{Good|true}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| 5000
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Anomaly Stats_Containment -->
 
<div id="Anomaly Stats_Containment"><!--<Defs>-->
 
|- id="Containment Strength" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ContainmentStrength
 
* '''Label:'''<br />containment strength
 
* '''Offset Label:'''<br />containment offset
 
| 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.
 
|
 
* Display Order:<br />'''600'''
 
* Def Name:<br />'''Containment'''
 
* Label:<br />'''Containment'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_ContainmentStrength
 
* '''Show On Default Value:''' {{Good|true}}
 
* '''Default Base Value:''' 0
 
* '''Min Value:''' 0
 
* '''To String Style:''' FloatOne
 
| -
 
| -
 
<!--</StatDef>-->
 
|- id="Minimum Containment Strength" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />MinimumContainmentStrength
 
* '''Label:'''<br />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.
 
|
 
* Display Order:<br />'''600'''
 
* Def Name:<br />'''Containment'''
 
* Label:<br />'''Containment'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_MinimumContainmentStrength
 
* '''Overrides Hide Stats:''' {{Good|true}}
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Default Base Value:''' 0
 
* '''To String Style:''' FloatOne
 
| -
 
| 9999
 
<!--</StatDef>-->
 
|- id="Cold Containment Bonus" <!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />ColdContainmentBonus
 
* '''Label:'''<br />cold containment bonus
 
| This entity is less likely to escape if kept in a very cold room.
 
|
 
* Display Order:<br />'''600'''
 
* Def Name:<br />'''Containment'''
 
* Label:<br />'''Containment'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* '''Worker Class:''' StatWorker_ColdContainmentBonus
 
* '''Overrides Hide Stats:''' {{Good|true}}
 
* '''Default Base Value:''' {{%|0}}
 
* '''To String Style:''' PercentZero
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</Defs>--></div>
 
<!-- Anomaly Stats_Pawns_Misc -->
 
<div id="Anomaly Stats_Pawns_Misc"><!--<Defs>-->
 
|- id="Entity Study Rate" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|
 
* '''Def Name:'''<br />EntityStudyRate
 
* '''Label:'''<br />entity study rate
 
| The rate at which this person generates knowledge from studying unnatural entities.
 
|
 
* Display Order:<br />'''140'''
 
* Def Name:<br />'''PawnWork'''
 
* Label:<br />'''Work'''
 
* Display All By Default:<br />'''{{Bad|false}}'''
 
|
 
* Default Base Value: '''{{%|1}}'''
 
* To String Style: '''PercentZero'''
 
* Scenario Randomizable: '''{{Good|true}}'''
 
* '''Show On Default Value:''' {{Bad|false}}
 
* '''Min Value:''' {{%|0.001}}
 
* '''Show On Animals:''' {{Bad|false}}
 
* '''Show On Mechanoids:''' {{Bad|false}}
 
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
* Stat Factors:
 
** '''[[Global Work Speed]]'''
 
* Skill Need Factors:
 
** '''SkillNeed_BaseBonus:'''
 
*** Skill: '''[[Intellectual]]'''
 
*** Base Value: '''{{%|0.08}}'''
 
*** Bonus Per Level: '''{{+|{{%|0.115}}}}'''
 
 
----
 
----
* '''Capacity Factors:'''
+
<!--label-->run wild<!--/label-->
** Capacity: '''[[Manipulation]]'''
+
| -<!-- Mental State -->
*** Weight: '''{{%|0.5}}'''
+
| <!--baseCommonality-->0.5<!--/baseCommonality-->
*** Max: '''{{%|1.1}}'''
+
| <!--intensity-->Extreme<!--/intensity-->
** Capacity: '''[[Sight]]'''
+
| <!-- Other -->
*** Weight: '''{{%|0.5}}'''
+
* Worker Class: <!--workerClass-->'''MentalBreakWorker_RunWild'''<!--/workerClass-->
*** Max: '''{{%|1.1}}'''
+
<commonalityFactorPerPopulationCurve>
| 211
+
  <points>
<!--</StatDef>-->
+
<li>(2, 0.1)</li>
|- id="Study Efficiency" <!--<StatDef>-->
+
<li>(7, 1)</li>
|
+
  </points>
* '''Def Name:'''<br />StudyEfficiency
+
</commonalityFactorPerPopulationCurve>
* '''Label:'''<br />study efficiency
+
<!--/MentalBreakDef-->
| A multiplier on how much knowledge a person gets when studying unnatural entities.
+
|-<!--MentalBreakDef-->
|
+
! <!--defName-->GiveUpExit<!--/defName-->
* Display Order:<br />'''140'''
+
| <!--mentalState-->GiveUpExit<!--/mentalState-->
* Def Name:<br />'''PawnWork'''
+
| <!--baseCommonality-->1<!--/baseCommonality-->
* Label:<br />'''Work'''
+
| <!--intensity-->Extreme<!--/intensity-->
* Display All By Default:<br />'''{{Bad|false}}'''
+
| <!-- Other -->
|
+
<questLodgersCanDo>false</questLodgersCanDo>
* '''Default Base Value:''' {{%|1}}
+
<commonalityFactorPerPopulationCurve>
* '''Show On Default Value:''' {{Bad|false}}
+
  <points>
* '''To String Style:''' PercentZero
+
<li>(7, 0)</li>
* '''Min Value:''' {{%|0.001}}
+
<li>(12, 1)</li>
* '''Show On Animals:''' {{Bad|false}}
+
  </points>
* '''Show On Mechanoids:''' {{Bad|false}}
+
</commonalityFactorPerPopulationCurve>
* '''Show Developmental Stage Filter:''' Child, Adult
+
<!--/MentalBreakDef-->
| -
+
<!-- Mental breaks: major -->
| 210
+
|-<!--MentalBreakDef ParentName="Binging_DrugExtremeBreak"-->
<!--</StatDef>-->
+
! <!--defName-->Binging_DrugMajor<!--/defName-->
|- id="Activity Suppression Speed" <!--<StatDef>-->
+
| <!--mentalState-->Binging_DrugMajor<!--/mentalState-->
|
+
| <!--baseCommonality-->1<!--/baseCommonality-->
* '''Def Name:'''<br />ActivitySuppressionRate
+
| <!--intensity-->Major<!--/intensity-->
* '''Label:'''<br />activity suppression speed
+
| <!-- Other -->
| The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
+
* Worker Class: <!--workerClass-->'''MentalBreakWorker_BingingDrug'''<!--/workerClass-->
|
+
<!--/MentalBreakDef-->
* Display Order:<br />'''140'''
+
|-<!--MentalBreakDef-->
* Def Name:<br />'''PawnWork'''
+
! <!--defName-->Wander_Psychotic<!--/defName-->
* Label:<br />'''Work'''
+
| <!--mentalState-->Wander_Psychotic<!--/mentalState-->
* Display All By Default:<br />'''{{Bad|false}}'''
+
| <!--baseCommonality-->1<!--/baseCommonality-->
|
+
| <!--intensity-->Major<!--/intensity-->
* '''Default Base Value:''' {{%|0.065}}
+
| -<!-- Other -->
* '''Show On Default Value:''' {{Bad|false}}
+
<!--/MentalBreakDef-->
* '''To String Style:''' PercentOne
+
|-<!--MentalBreakDef-->
* '''Format String:''' {0} per hour
+
! <!--defName-->Tantrum<!--/defName-->
* '''Min Value:''' {{%|0}}
+
| <!--mentalState-->Tantrum<!--/mentalState-->
* '''Show On Animals:''' {{Bad|false}}
+
| <!--baseCommonality-->0.333<!--/baseCommonality-->
* '''Show On Mechanoids:''' {{Bad|false}}
+
| <!--intensity-->Major<!--/intensity-->
* '''Show Developmental Stage Filter:''' Adult
+
| -<!-- Other -->
|
+
<!--/MentalBreakDef-->
* '''Skill Need Offsets:'''
+
|-<!--MentalBreakDef-->
** '''SkillNeed_BaseBonus:'''
+
! <!--defName-->TargetedTantrum<!--/defName-->
*** Skill: '''[[Skills#Intellectual|Intellectual]]'''
+
| <!--mentalState-->TargetedTantrum<!--/mentalState-->
*** Base Value: '''{{%|-0.015}}'''
+
| <!--baseCommonality-->0.333<!--/baseCommonality-->
*** Bonus Per Level: '''{{+|{{%|0.0075}}}}'''
+
| <!--intensity-->Major<!--/intensity-->
*** Required: '''{{Bad|false}}'''
+
| -<!-- Other -->
{{Graph:Chart|width=300|height=150|xAxisTitle=Intellectual Level|yAxisTitle=Activity Suppression Speed Factor|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=-0.015, -0.0075, 0, 0.0075, 0.015, 0.0225, 0.03, 0.0375, 0.045, 0.0525, 0.06, 0.0675, 0.075, 0.0825, 0.09, 0.0975, 0.105, 0.1125, 0.12, 0.1275, 0.135|xGrid=|yGrid=}}
+
<!--/MentalBreakDef-->
** '''SkillNeed_BaseBonus:'''
+
|-<!--MentalBreakDef-->
*** Skill: '''[[Skills#Social|Social]]'''
+
! <!--defName-->BedroomTantrum<!--/defName-->
*** Base Value: '''{{%|-0.015}}'''
+
| <!--mentalState-->BedroomTantrum<!--/mentalState-->
*** Bonus Per Level: '''{{+|{{%|0.0075}}}}'''
+
| <!--baseCommonality-->0.333<!--/baseCommonality-->
*** Required: '''{{Bad|false}}'''
+
| <!--intensity-->Major<!--/intensity-->
{{Graph:Chart|width=300|height=150|xAxisTitle=Social Level|yAxisTitle=Activity Suppression Speed Factor|type=rect|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20|y=-0.015, -0.0075, 0, 0.0075, 0.015, 0.0225, 0.03, 0.0375, 0.045, 0.0525, 0.06, 0.0675, 0.075, 0.0825, 0.09, 0.0975, 0.105, 0.1125, 0.12, 0.1275, 0.135|xGrid=|yGrid=}}
+
| -<!-- Other -->
* '''Stat Factors:'''
+
<!--/MentalBreakDef-->
** '''[[Psychic Sensitivity]]'''
+
|-<!--MentalBreakDef-->
| 209
+
! <!--defName-->SadisticRage<!--/defName-->
<!--</StatDef>-->
+
| <!--mentalState-->SadisticRage<!--/mentalState-->
<!--</Defs>--></div>
+
| <!--baseCommonality-->1<!--/baseCommonality-->
<!-- Anomaly Stats_PsychicRituals -->
+
| <!--intensity-->Major<!--/intensity-->
<div id="Anomaly Stats_PsychicRituals"><!--<Defs>-->
+
| -<!-- Other -->
|- id="Psychic Ritual Quality" <!--<StatDef>-->
+
<!--/MentalBreakDef-->
|
+
|-<!--MentalBreakDef-->
* '''Def Name:'''<br />PsychicRitualQuality
+
! <!--defName-->CorpseObsession<!--/defName-->
* '''Label:'''<br />psychic ritual quality
+
| <!--mentalState-->CorpseObsession<!--/mentalState-->
| How much nearby buildings improve quality of psychic rituals performed here.
+
| <!--baseCommonality-->0.4<!--/baseCommonality-->
|
+
| <!--intensity-->Major<!--/intensity-->
* Display Order:<br />'''500'''
+
| -<!-- Other -->
* Def Name:<br />'''PsychicRituals'''
+
<!--/MentalBreakDef-->
* Label:<br />'''Psychic ritual'''
+
<!-- Mental breaks: minor -->
* Display All By Default:<br />'''{{Bad|false}}'''
+
|-<!--MentalBreakDef-->
|
+
! <!--defName-->Binging_Food<!--/defName-->
* '''Show On Default Value:''' {{Bad|false}}
+
| <!--mentalState-->Binging_Food<!--/mentalState-->
* '''Default Base Value:''' {{%|0}}
+
| <!--baseCommonality-->0.8<!--/baseCommonality-->
* '''To String Style:''' PercentZero
+
| <!--intensity-->Minor<!--/intensity-->
| -
+
| -<!-- Other -->
| -
+
<!--/MentalBreakDef-->
<!--</StatDef>-->
+
|-<!--MentalBreakDef-->
|- id="Psychic Ritual Quality Offset" <!--<StatDef>-->
+
! <!--defName-->Wander_Sad<!--/defName-->
|
+
| <!--mentalState-->Wander_Sad<!--/mentalState-->
* '''Def Name:'''<br />PsychicRitualQualityOffset
+
| <!--baseCommonality-->0.5<!--/baseCommonality-->
* '''Label:'''<br />psychic ritual quality offset
+
| <!--intensity-->Minor<!--/intensity-->
| An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
+
| -<!-- Other -->
|
+
<!--/MentalBreakDef-->
* Display Order:<br />'''500'''
+
|-<!--MentalBreakDef-->
* Def Name:<br />'''PsychicRituals'''
+
! <!--defName-->Wander_OwnRoom<!--/defName-->
* Label:<br />'''Psychic ritual'''
+
| <!--mentalState-->Wander_OwnRoom<!--/mentalState-->
* Display All By Default:<br />'''{{Bad|false}}'''
+
| <!--baseCommonality-->0.5<!--/baseCommonality-->
|
+
| <!--intensity-->Minor<!--/intensity-->
* '''Default Base Value:''' {{%|0}}
+
| -<!-- Other -->
* '''Show On Default Value:''' {{Bad|false}}
+
<!--/MentalBreakDef-->
* '''To String Style:''' PercentZero
+
|-<!--MentalBreakDef-->
| -
+
! <!--defName-->InsultingSpree<!--/defName-->
| -
+
| <!--mentalState-->InsultingSpree<!--/mentalState-->
<!--</StatDef>-->
+
| <!--baseCommonality-->0.5<!--/baseCommonality-->
<!--</Defs>--></div>
+
| <!--intensity-->Minor<!--/intensity-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->TargetedInsultingSpree<!--/defName-->
 +
| <!--mentalState-->TargetedInsultingSpree<!--/mentalState-->
 +
| <!--baseCommonality-->0.5<!--/baseCommonality-->
 +
| <!--intensity-->Minor<!--/intensity-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 +
<!-- Ideology -->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->IdeoChange<!--/defName-->
 +
| <!--mentalState-->IdeoChange<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Extreme<!--/intensity-->
 +
| <!-- Other -->
 +
* Worker Class: <!--workerClass-->'''MentalBreakWorker_IdeoChange'''<!--/workerClass-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->Rebellion<!--/defName-->
 +
| <!--mentalState-->Rebellion<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Extreme<!--/intensity-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 +
<!-- Biotech -->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->FireTerror<!--/defName-->
 +
----
 +
<!--label-->fire terror<!--/label-->
 +
| <!--mentalState-->PanicFleeFire<!--/mentalState-->
 +
| -<!-- Commonality -->
 +
| <!--intensity-->Minor<!--/intensity-->
 +
| <!-- Other -->
 +
* Worker Class: <!--workerClass-->'''MentalBreakWorker_FireTerror'''<!--/workerClass-->
 +
* Required Gene: <!--requiredGene-->'''[[Genes#Pyrophobia|Pyrophobia]]'''<!--/requiredGene-->
 +
<!--/MentalBreakDef-->
 +
<!-- Anomaly -->
 +
|-<!--MentalBreakDef ParentName="BaseAnomalyMentalBreak"-->
 +
! <!--defName-->DarkVisions<!--/defName-->
 +
----
 +
<!--label-->dark visions<!--/label-->
 +
| <!--mentalState-->DarkVisions<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Minor<!--/intensity-->
 +
| <!-- Other -->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef ParentName="BaseAnomalyMentalBreak"-->
 +
! <!--defName-->InsaneRamblings<!--/defName-->
 +
----
 +
<!--label-->insane ramblings<!--/label-->
 +
| <!--mentalState-->InsaneRamblings<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Major<!--/intensity-->
 +
| <!-- Other -->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef ParentName="BaseAnomalyMentalBreak"-->
 +
! <!--defName-->EntityKiller<!--/defName-->
 +
----
 +
<!--label-->entity slayer<!--/label-->
 +
| <!--mentalState-->EntityKiller<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Major<!--/intensity-->
 +
| <!-- Other -->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef ParentName="BaseAnomalyMentalBreak"-->
 +
! <!--defName-->EntityLiberator<!--/defName-->
 +
----
 +
<!--label-->entity liberator<!--/label-->
 +
| <!--mentalState-->EntityLiberator<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Extreme<!--/intensity-->
 +
| <!-- Other -->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef ParentName="BaseAnomalyMentalBreak"-->
 +
! <!--defName-->TerrifyingHallucinations<!--/defName-->
 +
----
 +
<!--label-->terrifying hallucinations<!--/label-->
 +
| <!--mentalState-->TerrifyingHallucinations<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Extreme<!--/intensity-->
 +
| <!-- Other -->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->HumanityBreak<!--/defName-->
 +
----
 +
<!--label-->humanity break<!--/label-->
 +
| <!--mentalState-->HumanityBreak<!--/mentalState-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| <!--intensity-->Major<!--/intensity-->
 +
| <!-- Other -->
 +
* Required Precept: <!--requiredPrecept-->'''[[Precepts#Inhumanizing|Inhumanizing: Required]]'''<!--/requiredPrecept-->
 +
* Worker Class: <!--workerClass-->'''MentalBreakWorker_HumanityBreak'''<!--/workerClass-->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->BerserkShort<!--/defName-->
 +
----
 +
<!--label-->berserk<!--/label-->
 +
| <!--mentalState-->BerserkShort<!--/mentalState-->
 +
| <!--baseCommonality-->0<!--/baseCommonality-->
 +
| <!--intensity-->Extreme<!--/intensity-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 +
|-<!--MentalBreakDef-->
 +
! <!--defName-->CubeSculpting<!--/defName-->
 +
----
 +
<!--label-->cube sculpting<!--/label-->
 +
| <!--mentalState-->CubeSculpting<!--/mentalState-->
 +
| <!--baseCommonality-->0<!--/baseCommonality-->
 +
| <!--intensity-->Minor<!--/intensity-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 
|}
 
|}
</div>
+
 
 +
 
 +
<MentalFitDef>
 +
! <!--defName-->Crying<!--/defName-->
 +
----
 +
<!--label-->crying<!--/label-->
 +
| <!--mentalState-->Crying<!--/mentalState-->
 +
<developmentalStageFilter>Baby</developmentalStageFilter>
 +
<mtbDaysMoodCurve>
 +
  <points>
 +
<li>(0, .083)</li>
 +
<li>(0.25, .166)</li>
 +
<li>(0.50, 1)</li>
 +
<li>(0.75, 4)</li>
 +
<li>(1.00, 8)</li>
 +
  </points>
 +
</mtbDaysMoodCurve>
 +
</MentalFitDef>
 +
<MentalFitDef>
 +
! <!--defName-->Giggling<!--/defName-->
 +
----
 +
<!--label-->giggling<!--/label-->
 +
| <!--mentalState-->Giggling<!--/mentalState-->
 +
<developmentalStageFilter>Baby</developmentalStageFilter>
 +
<mtbDaysMoodCurve>
 +
  <points>
 +
<li>(0, 8)</li>
 +
<li>(0.25, 4)</li>
 +
<li>(0.50, 1)</li>
 +
<li>(0.75, 0.5)</li>
 +
<li>(1.00, 0.25)</li>
 +
  </points>
 +
</mtbDaysMoodCurve>
 +
</MentalFitDef>
 +
 
 +
 
 +
<!--MentalBreakDef Name="BaseAnomalyMentalBreak" Abstract="True"-->
 +
* Anomalous Break: <!--anomalousBreak-->{{Good|true}}<!--/anomalousBreak-->
 +
| <!--baseCommonality-->1<!--/baseCommonality-->
 +
| -<!-- Other -->
 +
<!--/MentalBreakDef-->
 
</div>
 
</div>

Latest revision as of 03:47, 20 October 2024

Name Mental State Base Commonality Intensity Other
Berserk Berserk 1 Extreme -
FireStartingSpree FireStartingSpree 1 Extreme
Binging_DrugExtreme Binging_DrugExtreme 1 Extreme
  • Worker Class: MentalBreakWorker_BingingDrug
Catatonic

catatonic

- 1 Extreme
  • Worker Class: MentalBreakWorker_Catatonic
Jailbreaker Jailbreaker 1 Extreme -
Slaughterer Slaughterer 0.75 Extreme -
MurderousRage MurderousRage 1 Extreme

<commonalityFactorPerPopulationCurve>

 <points>
  • (2, 0.1)
  • (7, 1)
  • </points> </commonalityFactorPerPopulationCurve>
    RunWild

    run wild

    - 0.5 Extreme
    • Worker Class: MentalBreakWorker_RunWild

    <commonalityFactorPerPopulationCurve>

     <points>
    
  • (2, 0.1)
  • (7, 1)
  • </points> </commonalityFactorPerPopulationCurve>
    GiveUpExit GiveUpExit 1 Extreme

    <questLodgersCanDo>false</questLodgersCanDo> <commonalityFactorPerPopulationCurve>

     <points>
    
  • (7, 0)
  • (12, 1)
  • </points> </commonalityFactorPerPopulationCurve>
    Binging_DrugMajor Binging_DrugMajor 1 Major
    • Worker Class: MentalBreakWorker_BingingDrug
    Wander_Psychotic Wander_Psychotic 1 Major -
    Tantrum Tantrum 0.333 Major -
    TargetedTantrum TargetedTantrum 0.333 Major -
    BedroomTantrum BedroomTantrum 0.333 Major -
    SadisticRage SadisticRage 1 Major -
    CorpseObsession CorpseObsession 0.4 Major -
    Binging_Food Binging_Food 0.8 Minor -
    Wander_Sad Wander_Sad 0.5 Minor -
    Wander_OwnRoom Wander_OwnRoom 0.5 Minor -
    InsultingSpree InsultingSpree 0.5 Minor -
    TargetedInsultingSpree TargetedInsultingSpree 0.5 Minor -
    IdeoChange IdeoChange 1 Extreme
    • Worker Class: MentalBreakWorker_IdeoChange
    Rebellion Rebellion 1 Extreme -
    FireTerror

    fire terror

    PanicFleeFire - Minor
    • Worker Class: MentalBreakWorker_FireTerror
    • Required Gene: Pyrophobia
    DarkVisions

    dark visions

    DarkVisions 1 Minor
    • Anomalous Break: true
    InsaneRamblings

    insane ramblings

    InsaneRamblings 1 Major
    • Anomalous Break: true
    EntityKiller

    entity slayer

    EntityKiller 1 Major
    • Anomalous Break: true
    EntityLiberator

    entity liberator

    EntityLiberator 1 Extreme
    • Anomalous Break: true
    TerrifyingHallucinations

    terrifying hallucinations

    TerrifyingHallucinations 1 Extreme
    • Anomalous Break: true
    HumanityBreak

    humanity break

    HumanityBreak 1 Major
    BerserkShort

    berserk

    BerserkShort 0 Extreme -
    CubeSculpting

    cube sculpting

    CubeSculpting 0 Minor -


    <MentalFitDef> ! Crying


    crying | Crying <developmentalStageFilter>Baby</developmentalStageFilter> <mtbDaysMoodCurve>

     <points>
    
  • (0, .083)
  • (0.25, .166)
  • (0.50, 1)
  • (0.75, 4)
  • (1.00, 8)
  • </points> </mtbDaysMoodCurve> </MentalFitDef> <MentalFitDef> ! Giggling

    giggling | Giggling <developmentalStageFilter>Baby</developmentalStageFilter> <mtbDaysMoodCurve>

     <points>
    
  • (0, 8)
  • (0.25, 4)
  • (0.50, 1)
  • (0.75, 0.5)
  • (1.00, 0.25)
  • </points> </mtbDaysMoodCurve> </MentalFitDef>
    • Anomalous Break: true
    | 1 | -