Difference between revisions of "Moving"

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<noinclude>{{stub}}</noinclude>
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<noinclude>{{About|the capacity that controls a number of stats|the rate at which a pawn moves|Move Speed}}
 
{{Capacity
 
{{Capacity
 
| default base value = 1
 
| default base value = 1
 
| to string style = PercentZero
 
| to string style = PercentZero
 
| description = How well a character can move around. Directly affected by consciousness.
 
| description = How well a character can move around. Directly affected by consciousness.
}}
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}}</noinclude>Any time a pawn's moving is reduced to below 16%, they become [[downed|incapacitated]] and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
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Moving is related to [[move speed]], but not equivalent. Some factors, like [[armor]] and the [[jogger]] trait, impact move speed, but not the "Moving" capacity itself.
  
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== Affected stats ==
 
{{#ask: [[Moving Importance::+]]
 
{{#ask: [[Moving Importance::+]]
 
| ?Health Type = Type
 
| ?Health Type = Type
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== Factors ==
 
== Factors ==
Pawns need a Moving capacity of at least 15% in order to move.
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Pawns need a ''moving'' capacity of above 15% in order to move. At 15% or below, the pawn is [[downed]].  
  
=== Factors ===
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=== Base factors ===
The following factors affect {{PAGENAME}}.
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The following factors affect ''moving'':
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max
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* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::1|100%]] Max.
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively 190%).
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* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively {{%|{{Q|Blood Pumping|Effective Maximum}} }}).
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively 110%).
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* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively {{%|{{Q|Breathing|Effective Maximum}} }}).
* Leg part efficiency: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
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* Leg part efficiency: 100% importance, no allowed defect. No Max (effectively 150%).
** [[Peg leg]]: 60% part efficiency resulting in {{--|20%}} Moving.
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** Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
** [[Bionic leg]]: 125% part efficiency resulting in {{+|12.5%}} Moving.
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*** [[Peg leg]]: 60% part efficiency resulting in {{--|20%}} Moving.
** [[Archotech leg]]: 150% part efficiency resulting in {{+|25%}} Moving.
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*** [[Prosthetic leg]]: 85% part efficiency resulting in {{--|7.5%}} Moving.
* Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
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*** [[Bionic leg]]: 125% part efficiency resulting in {{+|12.5%}} Moving.
* Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
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*** [[Archotech leg]]: 150% part efficiency resulting in {{+|25%}} Moving.
* Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
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** Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
** [[Wooden foot]]: 80% part efficiency resulting in {{--|10%}} Moving.
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** Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
* Toes part efficiency: Every toe missing results in {{--|4%}} Moving. No Max (effectively 100%).
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** Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
* Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
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*** [[Wooden foot]]: 80% part efficiency resulting in {{--|10%}} Moving.
* Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
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** Toes part efficiency: Every toe missing results in {{--|4%}} Moving. No Max (effectively 100%).
* [[Cryptosleep sickness]]: '''x90%'''
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** Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
* [[Food poisoning]]
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** Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
** Recovering and Initial: '''x80%'''
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{{Moving Part Efficiency Table}}
** Major: '''x50%'''
 
* [[Resurrection sickness]]: '''x10%'''
 
  
 
=== Offsets ===
 
=== Offsets ===
* [[Beer]]
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The following offsets affect ''moving''. They are applied after the base factors.
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* Alcohol ([[Beer]]) high
 
** Tipsy: {{--|5%}}
 
** Tipsy: {{--|5%}}
 
** Drunk and Hammered: {{--|10%}}
 
** Drunk and Hammered: {{--|10%}}
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** Withdrawal: {{--|50%}}
 
** Withdrawal: {{--|50%}}
 
* [[Luciferium]] high: {{+|5%}}
 
* [[Luciferium]] high: {{+|5%}}
* [[Yayo]]
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* [[Yayo]] high: {{+|15%}}
** High: {{+|15%}}
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* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}
** Withdrawal: {{--|20%}}
 
 
*  [[Smokeleaf]]
 
*  [[Smokeleaf]]
 
** High: {{--|10%}}
 
** High: {{--|10%}}
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* [[Persona_weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
 
* [[Persona_weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
  
{{nav|stats|wide}}
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=== Post factors ===
<noinclude>[[Category:Capacity]]</noinclude>
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The following factors affect ''moving''. They are applied after the offsets.
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* [[Toughskin gland]]: '''x95%'''
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* [[Armorskin gland]]: '''x90%'''
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* [[Stoneskin gland]]: '''x85%'''
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* [[Cryptosleep sickness]]: '''x90%'''
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* [[Food poisoning]]
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** Recovering and Initial: '''x80%'''
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** Major: '''x50%'''
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* [[Resurrection sickness]]: '''x10%'''
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* [[Psycasts#Focus|Focus]] psycast: '''x130%'''
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* [[Psycasts#Burden|Burden]] psycast: '''Max: 40%'''
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== Example ==
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Let us calculate the highest value possible. The moving capacity can be calculated with the following formula:
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'''Moving''' = ({IF Consciousness < 100 THEN Consciousness ELSE 1} × [1 + (Blood Pumping - 1) × 0.2] × [1 + (Breathing - 1) × 0.2] × Leg efficiency + Offsets) × Post factors
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Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
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'''Leg efficiency''' = (Left leg × 0.5 + Right leg × 0.5) × (Left tibia × 0.5 + Right tibia × 0.5) × (Left femur × 0.5 + Right femur × 0.5) × (Left foot × 0.5 + Right foot × 0.5) × (Toes × 0.04 + 0.6) × Pelvis × Spine
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In this particular case the values would be the following:
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* [[Consciousness]]: '''140%''' (has no effect due to the max of 100%)
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* [[Blood Pumping]]: '''{{%|{{Q|Blood Pumping|Effective Maximum}} }}''' (''see [[Blood Pumping]]'')
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* [[Breathing]]: '''{{%|{{Q|Breathing|Effective Maximum}} }}''' (''see [[breathing]]'')
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* Leg efficiency
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** Left leg: '''150%''' ([[Archotech leg]])
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** Right leg: '''150%''' ([[Archotech leg]])
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* Offsets (total {{+|145%}}):
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** [[Go-juice]] high: {{+|50%}}
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** [[Luciferium]] high: {{+|5%}}
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** [[Yayo]] high: {{+|15%}}
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** [[Wake-up]] high: {{+|10%}}
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** [[Fibrous mechanites]]: {{+|50%}}
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** [[Persona weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
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* Post factors: '''130%'''
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** [[Psycasts#Focus|Focus]] psycast: '''x130%'''
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First of all we can calculate the leg efficiency:
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'''Leg efficiency''' = Left leg × 0.5 + Right leg × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''
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We can therefore calculate the Moving capacity:
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'''Moving''' = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.2 - 1) × 0.2] × 1.5 + 1.45) * 1.3
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'''Moving''' = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 427.804% ≈ '''[[Effective Maximum::4.28|428%]]'''
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{{Nav|stats|wide}}
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[[Category:Capacity]]

Latest revision as of 17:45, 18 September 2024

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

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

Affected stats[edit]

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

Factors[edit]

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

Base factors[edit]

The following factors affect moving:

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

Offsets[edit]

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

Post factors[edit]

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

Example[edit]

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

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

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

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

In this particular case the values would be the following:

First of all we can calculate the leg efficiency:

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

We can therefore calculate the Moving capacity:

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

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