Difference between revisions of "Deterioration Rate"

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{{Stat
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{{Page Under Construction|help=1}}
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{{Verified|1.5.4104}}{{Stat
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| def name = DeteriorationRate
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| label = deterioration rate
 +
| description = The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points per day.<br/>Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
| default base value = 0
 
| default base value = 0
 
| min value = 0
 
| min value = 0
 +
| format string = {0} / day
 
| to string style = FloatTwo
 
| to string style = FloatTwo
| description = The rate at which this item [[Deterioration|deteriorates]] when left outside, especially in the rain.
+
| scenario randomizable = true
 +
| show if undefined = false
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| category = BasicsNonPawn
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| display priority in category = 2500
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| parts = StatPart_Quality, StatPart_EnvironmentalEffects, StatPart_Pollution, StatPart_NoxiousHaze, StatPart_ToxicFallout, StatPart_NearHarbingerTree, StatPart_ShamblerCorpse
 
}}
 
}}
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 +
== Base Values ==
 +
<div><li style="display: inline-table;">
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Click to <div class="mw-collapsible">
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<div class="mw-collapsible-content">
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{| {{STDT| c_01 sortable}}
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! Thing !! Deterioration Rate Base
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|-
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{{#ask: [[Deterioration Rate Base::+]]
 +
| ?Deterioration Rate Base
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| format = template
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| template = Ask Table Formatter
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| link = none
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| sort = From DLC, Name
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| limit = 1000
 +
}}
 +
|}
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</div>
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</div>
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</li></div>
 +
 +
== Factors ==
 +
The following factors are applied to base deterioration rate in order of appearance. [[Genepack]]s {{BiotechIcon}} exclusively do not deteriorate from environmental effects, which is likely to account for their constant deterioration rate when outside of [[gene bank]]s {{BiotechIcon}}.
 +
 +
=== Quality ===
 +
For items that have quality:
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_04}}
 +
! [[Quality]] !! Factor
 +
|-
 +
! Awful
 +
| {{Bad|×200%}}
 +
|-
 +
! Poor
 +
| {{Bad|×150%}}
 +
|-
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! Normal
 +
| '''×100%'''
 +
|-
 +
! Good
 +
| {{Good|×80%}}
 +
|-
 +
! Excellent
 +
| {{Good|×60%}}
 +
|-
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! Masterwork
 +
| {{Good|×30%}}
 +
|-
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! Legendary
 +
| {{Good|×10%}}
 +
|}
 +
</li></div>
 +
 +
* Quality multiplier: x200%
 +
* Quality multiplier: x150%
 +
* Quality multiplier: x100%
 +
* Quality multiplier: x80%
 +
* Quality multiplier: x60%
 +
* Quality multiplier: x30%
 +
* Quality multiplier: x10%
 +
 +
=== Environmental Effects ===
 +
* Deteriorate From Environmental Effects:
 +
** [[Genepack]] {{BiotechIcon}}: {{Good|false}}
 +
* Unroofed Factor Offset: {{++|50%}}
 +
* Outdoors Factor Offset: {{++|50%}}
 +
* Extra Deterioration Factor (Terrain):
 +
** Water: {{++|300%}}
 +
* Rain Rate: '''×100%''' ~ {{Bad|×500%}}
 +
* Prevent Deterioration On Top (Buildings):
 +
** [[Shelf]]: {{Good|true}}
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** [[Small shelf]]: {{Good|true}}
 +
** [[Bookcase]]: {{Good|true}}
 +
** [[Small bookcase]]: {{Good|true}}
 +
** Protected By Edifice Factor: {{Good|×0%}}
 +
<!--
 +
* preventDeteriorationInside
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** [[Grave]]
 +
** [[Sarcophagus]]
 +
* canDeteriorateUnspawned
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** [[Genepack]] {{BiotechIcon}}: true
 +
-->
 +
 +
* Unroofed: +50%
 +
* Outdoors: +50%
 +
* Deep water: +300%
 +
* Deep ocean water: +300%
 +
* Chest-deep moving water: +300%
 +
* Shallow water: +300%
 +
* Shallow ocean water: +300%
 +
* Shallow moving water: +300%
 +
* Marsh: +300%
 +
* Raining: x100% ~ x500%
 +
* Protected: x0%
 +
 +
=== Pollution ===
 +
{{Biotech|section=1}}
 +
Applies to items that deteriorate from environmental effects within [[Pollution|polluted]] cells.
 +
 +
Multiplier for pollution: x150%
 +
 +
=== Noxious Haze ===
 +
{{Biotech|section=1}}
 +
Applies to unroofed items that deteriorate from environmental effects when the [[Acidic smog]] game condition is active and when toxic fallout is not, which suppresses its effects. This means that deterioration rate can only be affected by one or the other at a time, not both.<!-- and pawn kinds not immune to game condition effects (Every pawn kind except for the following {{AnomalyIcon}} [[entities]]: [[Nociosphere]], [[Metalhorror]], [[Revenant]], [[Sightstealer]], [[Noctol]], [[Fleshmass nucleus]], [[Gorehulk]], [[Devourer]]): Unknown if this would apply to their corpses as well, which is what would make it relevant to deterioration rate -->
 +
 +
Multiplier for acidic smog: x300%
 +
 +
=== Toxic Fallout ===
 +
Applies to unroofed items that deteriorate from environmental effects when the [[Toxic fallout]] game condition is active.
 +
 +
Multiplier for toxic fallout: x300%
 +
 +
=== Near Harbinger Tree ===
 +
{{Anomaly|section=1}}
 +
Applies to items being consumed by a [[harbinger tree]].
 +
 +
Multiplier for harbinger tree: x200%
 +
 +
=== Shambler Corpse ===
 +
{{Anomaly|section=1}}
 +
Applies to corpses with the [[Hediffs#shambler corpse|shambler corpse]] hediff.
 +
 +
Multiplier for shambler corpse: x500%
 +
 +
== Calculating Deterioration Rate ==
 +
All of these factors combined result in:
 +
 +
<code>Final Deterioration Rate = (Base Deterioration Rate + Unroofed + Outdoors + In Water) × Rain Rate × Protected × exposed to Pollution × exposed to Acidic smog or Toxic fallout × being consumed by a Harbinger tree × is a Shambler corpse</code>
 +
 +
Which results in an effective maximum of:
 +
 +
<code>Final Deterioration Rate = (Base Deterioration Rate + 0.5 + 0.5 + 3) × 5 × 1.5 × 3 × 2 × 5</code>
 +
 +
<code>Final Deterioration Rate = (Base Deterioration Rate + 4) × 225</code>
 +
 +
 +
== Stat Def Data ==
 +
{| {{STDT}}
 +
! Name !! Description !! Category !! Parameters !! Complex Parameters !! Display Priority In Category
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|- id="Deterioration Rate" <!--<StatDef>-->
 +
|
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* '''Def Name:'''<br />DeteriorationRate
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* '''Label:'''<br />deterioration rate
 +
| The rate at which this item deteriorates when left outside, in average hit points per day.<br/><br/>Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 +
|
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* Display Order: '''12'''
 +
* Def Name:<br />'''BasicsNonPawn'''
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* Label:<br />'''Basics'''
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* Display All By Default: {{Bad|false}}
 +
|
 +
* Show If Undefined: {{Bad|false}}
 +
* Default Base Value: '''0'''
 +
* Min Value: '''0'''
 +
* To String Style: '''FloatTwo'''
 +
* Format String:<br />"{0} / day"
 +
* Scenario Randomizable: {{Good|true}}
 +
|
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* '''Parts:'''
 +
** '''StatPart_Quality:'''
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*** Factor Awful: {{Bad|×{{%|2}}}}
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*** Factor Poor: {{Bad|×{{%|1.5}}}}
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*** Factor Normal: '''×{{%|1}}'''
 +
*** Factor Good: {{Good|×{{%|0.8}}}}
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*** Factor Excellent: {{Good|×{{%|0.6}}}}
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*** Factor Masterwork: {{Good|×{{%|0.3}}}}
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*** Factor Legendary: {{Good|×{{%|0.1}}}}
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** '''StatPart_EnvironmentalEffects:'''
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*** Factor Offset Unroofed: {{+|{{%|0.5}}}}
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*** Factor Offset Outdoors: {{+|{{%|0.5}}}}
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*** Protected By Edifice Factor: {{Good|×{{%|0}}}}
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** {{BiotechIcon}} '''StatPart_Pollution:'''
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*** Multiplier: {{Bad|×{{%|1.5}}}}
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** {{BiotechIcon}} '''StatPart_NoxiousHaze:'''
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*** Multiplier: {{Bad|×{{%|3}}}}
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** '''StatPart_ToxicFallout:'''
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*** Multiplier: {{Bad|×{{%|3}}}}
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** {{AnomalyIcon}} '''StatPart_NearHarbingerTree:'''
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*** Multiplier: {{Bad|×{{%|2}}}}
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** {{AnomalyIcon}} '''StatPart_ShamblerCorpse:'''
 +
*** Multiplier: {{Bad|×{{%|5}}}}
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| 2500
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<!--</StatDef>-->
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|}
 +
 +
== Version history ==
 +
{{Stub|nocat=1|section=1|reason=General Version history}}
 +
 +
{{nav|stats|wide}}

Latest revision as of 06:36, 23 October 2024

Deterioration Rate is a stat: The rate at which this item deteriorates when left outside, in average hit points per day.
Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. Its minimum allowed value is 0 / day. Its default value is 0 / day.

Base Values[edit]

  • Click to
    Thing Deterioration Rate Base
    Advanced component 2
    Agave fruit 6
    Alpaca wool 3.4
    Ambrosia 4
    Antigrain warhead 1.5
    Beer 0.5
    Berries 6
    Bison wool 3.4
    Burned stump 4
    Carnivore fine meal 10
    Carnivore lavish meal 10
    Cassowary egg (fert.) 2
    Chemfuel 2
    Chicken egg (fert.) 2
    Chicken egg (unfert.) 2
    Chocolate 8
    Chopped stump 20
    Cloth 4
    Cobra egg (fert.) 2
    Component 2
    Corn 6
    Devilstrand 3
    Duck egg (fert.) 2
    Duck egg (unfert.) 10
    Dye 1
    EMP shell 1.5
    Elephant tusk 0.5
    Emu egg (fert.) 2
    Fine meal 10
    Firefoam shell 1.5
    Flake 2
    Foxfur 2
    Glitterworld medicine 2
    Go-juice 2
    Goose egg (fert.) 2
    Goose egg (unfert.) 2
    Hay 6
    Healer mech serum 2
    Herbal medicine 6
    High-explosive shell 1.5
    Hops 5
    Human meat 6
    Hyperweave 1
    Iguana egg (fert.) 2
    Incendiary shell 1.5
    Insect jelly 6
    Insect meat 6
    Kibble 6
    Lavish meal 10
    Luciferium 2
    Meat 6
    Medicine 2
    Megasloth wool 3.4
    Milk 10
    Muffalo wool 3.4
    Neutroamine 1
    Novel 5
    Nutrient paste meal 10
    Ostrich egg (fert.) 2
    Packaged survival meal 0.25
    Pemmican 2
    Penoxycyline 2
    Potatoes 6
    Psychite tea 6
    Reinforced barrel 1
    Resurrector mech serum 2
    Rice 6
    Schematic 5
    Sheep wool 3.4
    Simple meal 10
    Skull 1
    Smashed stump 4
    Smoke shell 1.5
    Smokeleaf joint 6
    Smokeleaf leaves 6
    Synthread 3
    Techprof subpersona core 0
    Textbook 5
    Thrumbofur 2
    Tortoise egg (fert.) 2
    Tribal headdress 2.5
    Turkey egg (fert.) 2
    Vegetarian fine meal 10
    Vegetarian lavish meal 10
    Wake-up 2
    Wood 0.5
    Wort 1
    Yayo 2
    {0} corpse 1
    Deadlife shell Content added by the Anomaly DLC 1.5
    Fleshmass neural lump Content added by the Anomaly DLC 6
    Gray flesh sample Content added by the Anomaly DLC 6
    Revenant flesh chunk Content added by the Anomaly DLC 6
    Shard Content added by the Anomaly DLC 0
    Tome Content added by the Anomaly DLC 5
    Twisted meat Content added by the Anomaly DLC 6
    Unnatural human corpse Content added by the Anomaly DLC 0.25
    Archite capsule Content added by the Biotech DLC 0
    Basic subcore Content added by the Biotech DLC 2
    Control sublink (high) Content added by the Biotech DLC 0
    Control sublink (standard) Content added by the Biotech DLC 0
    Hemogen pack Content added by the Biotech DLC 5
    High subcore Content added by the Biotech DLC 2
    Mech gestation processor Content added by the Biotech DLC 0
    Mechanoid transponder Content added by the Biotech DLC 0
    Mechlink Content added by the Biotech DLC 0
    Nano structuring chip Content added by the Biotech DLC 2
    Polux seed Content added by the Biotech DLC 1
    Powerfocus chip Content added by the Biotech DLC 2
    Remote repairer Content added by the Biotech DLC 0
    Remote shielder Content added by the Biotech DLC 0
    Repair probe Content added by the Biotech DLC 0
    Signal chip Content added by the Biotech DLC 2
    Standard subcore Content added by the Biotech DLC 2
    Tox pack Content added by the Biotech DLC 2
    Tox shell Content added by the Biotech DLC 1.5
    Toxic wastepack Content added by the Biotech DLC 4
    Toxipotatoes Content added by the Biotech DLC 6
    Gauranlen seed Content added by the Ideology DLC 1
    Techprint Content added by the Royalty DLC 2
  • Factors[edit]

    The following factors are applied to base deterioration rate in order of appearance. Genepacks Content added by the Biotech DLC exclusively do not deteriorate from environmental effects, which is likely to account for their constant deterioration rate when outside of gene banks Content added by the Biotech DLC.

    Quality[edit]

    For items that have quality:

  • Quality Factor
    Awful ×200%
    Poor ×150%
    Normal ×100%
    Good ×80%
    Excellent ×60%
    Masterwork ×30%
    Legendary ×10%
    • Quality multiplier: x200%
    • Quality multiplier: x150%
    • Quality multiplier: x100%
    • Quality multiplier: x80%
    • Quality multiplier: x60%
    • Quality multiplier: x30%
    • Quality multiplier: x10%

    Environmental Effects[edit]

    • Deteriorate From Environmental Effects:
    • Unroofed Factor Offset: +50%
    • Outdoors Factor Offset: +50%
    • Extra Deterioration Factor (Terrain):
      • Water: +300%
    • Rain Rate: ×100% ~ ×500%
    • Prevent Deterioration On Top (Buildings):
    • Unroofed: +50%
    • Outdoors: +50%
    • Deep water: +300%
    • Deep ocean water: +300%
    • Chest-deep moving water: +300%
    • Shallow water: +300%
    • Shallow ocean water: +300%
    • Shallow moving water: +300%
    • Marsh: +300%
    • Raining: x100% ~ x500%
    • Protected: x0%

    Pollution[edit]

    Applies to items that deteriorate from environmental effects within polluted cells.

    Multiplier for pollution: x150%

    Noxious Haze[edit]

    Applies to unroofed items that deteriorate from environmental effects when the Acidic smog game condition is active and when toxic fallout is not, which suppresses its effects. This means that deterioration rate can only be affected by one or the other at a time, not both.

    Multiplier for acidic smog: x300%

    Toxic Fallout[edit]

    Applies to unroofed items that deteriorate from environmental effects when the Toxic fallout game condition is active.

    Multiplier for toxic fallout: x300%

    Near Harbinger Tree[edit]

    Applies to items being consumed by a harbinger tree.

    Multiplier for harbinger tree: x200%

    Shambler Corpse[edit]

    Applies to corpses with the shambler corpse hediff.

    Multiplier for shambler corpse: x500%

    Calculating Deterioration Rate[edit]

    All of these factors combined result in:

    Final Deterioration Rate = (Base Deterioration Rate + Unroofed + Outdoors + In Water) × Rain Rate × Protected × exposed to Pollution × exposed to Acidic smog or Toxic fallout × being consumed by a Harbinger tree × is a Shambler corpse

    Which results in an effective maximum of:

    Final Deterioration Rate = (Base Deterioration Rate + 0.5 + 0.5 + 3) × 5 × 1.5 × 3 × 2 × 5

    Final Deterioration Rate = (Base Deterioration Rate + 4) × 225


    Stat Def Data[edit]

    Name Description Category Parameters Complex Parameters Display Priority In Category
    • Def Name:
      DeteriorationRate
    • Label:
      deterioration rate
    The rate at which this item deteriorates when left outside, in average hit points per day.

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

    Version history[edit]