Difference between revisions of "Pollution stimulus"
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! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | + | ! '''Pollution stimulus (minor)''' | |
+ | | ≥0% || | ||
* {{Good|×110%}} [[Move Speed]] | * {{Good|×110%}} [[Move Speed]] | ||
* {{+|5%}} [[Consciousness]] | * {{+|5%}} [[Consciousness]] | ||
|- | |- | ||
− | + | ! '''Pollution stimulus (moderate)''' | |
+ | | ≥20% || | ||
* {{Good|×115%}} [[Move Speed]] | * {{Good|×115%}} [[Move Speed]] | ||
* {{+|5%}} [[Consciousness]] | * {{+|5%}} [[Consciousness]] | ||
|- | |- | ||
− | + | ! '''Pollution stimulus (maximum)''' | |
+ | | ≥50% || | ||
* {{Good|×120%}} [[Move Speed]] | * {{Good|×120%}} [[Move Speed]] | ||
* {{+|5%}} [[Consciousness]] | * {{+|5%}} [[Consciousness]] | ||
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{{Rewrite|section=1|reason=Numbers are based on .xmls and need to be verified in game}} | {{Rewrite|section=1|reason=Numbers are based on .xmls and need to be verified in game}} | ||
Every {{ticks|60}}, an insectoid or pawn with the gene will increase in stimulus severity by {{+|3.33%}} if on polluted terrain, or {{--|0.03%}} if on unpolluted terrain. | Every {{ticks|60}}, an insectoid or pawn with the gene will increase in stimulus severity by {{+|3.33%}} if on polluted terrain, or {{--|0.03%}} if on unpolluted terrain. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! | ||
+ | ! Threshold range | ||
+ | ! Real time since 0% severity<ref>Real time spent before entering the state, assuming severity is increasing and the starting severity is 0%</ref> | ||
+ | ! Game time since 0% severity<ref>Game time spent before entering the state, assuming severity is increasing and the starting severity is 0%</ref> | ||
+ | ! Real time in state<ref>Real time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold</ref> | ||
+ | ! Game time in state<ref>Game time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold</ref> | ||
+ | ! Real time since 100% severity<ref>Real time spent before entering the state, assuming severity is decreasing and the starting severity is 100%</ref> | ||
+ | ! Game time since 100% severity<ref>Game time spent before entering the state, assuming severity is decreasing and the starting severity is 100%</ref> | ||
+ | |- | ||
+ | ! ''None'' | ||
+ | | 0% || - || - || - || - || {{ticks|60*(100/0.03) round 2}} || {{#expr:60*(100/0.03)/60000 round 2}} in-game days | ||
+ | |- | ||
+ | ! '''Pollution stimulus (minor)''' | ||
+ | | 1% - 19% | ||
+ | | {{ticks|60*(1/3.33) round 2}} || {{#expr:60*(1/3.33)/60000 round 2}} in-game days | ||
+ | | {{ticks|60*(18/0.03) round 2}} || {{#expr:60*(18/0.03)/60000 round 2}} in-game days | ||
+ | | {{ticks|60*(81/0.03) round 2}} || {{#expr:60*(81/0.03)/60000 round 2}} in-game days | ||
+ | |||
+ | |- | ||
+ | ! '''Pollution stimulus (moderate)''' | ||
+ | | 20% - 49% | ||
+ | | {{ticks|60*(20/3.33) round 2}} || {{#expr:60*(20/3.33)/60000 round 2}} in-game days | ||
+ | | {{ticks|60*(29/0.03) round 2}} || {{#expr:60*(29/0.03)/60000 round 2}} in-game days | ||
+ | | {{ticks|60*(51/0.03) round 2}} || {{#expr:60*(51/0.03)/60000 round 2}} in-game days | ||
+ | |||
+ | |- | ||
+ | ! '''Pollution stimulus (maximum)''' | ||
+ | | 50% - 100% | ||
+ | | {{ticks|60*(50/3.33) round 2}} || {{#expr:60*(50/3.33)/60000 round 2}} in-game days | ||
+ | | {{ticks|60*(50/0.03) round 2}} || {{#expr:60*(50/0.03)/60000 round 2}} in-game days | ||
+ | | - || - | ||
+ | |- | ||
+ | ! '''Pollution stimulus (maximum)''' | ||
+ | | 100% | ||
+ | | {{ticks|60*(100/3.33) round 2}} || {{#expr:60*(100/3.33)/60000 round 2}} in-game days | ||
+ | | - || - | ||
+ | | - || - | ||
+ | |} |
Revision as of 03:46, 2 December 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is suggested to be rewritten. Reason: Needs proper categorization before removing this tag. Do not remove it without a correct category. You can help the RimWorld Wiki by improving it. |
This page is suggested to be moved. Destination: Please suggest a target page. Reason: Alternate to categorization is to move this elsewhere., such as Ailments (though its not negative?). |
Pollution stimulus is a beneficial hediff that is granted to insectoids and pawns with the Pollution stimulus gene when on polluted terrain.
Stages
Stage | Begins at | Symptoms |
---|---|---|
Pollution stimulus (minor) | ≥0% |
|
Pollution stimulus (moderate) | ≥20% |
|
Pollution stimulus (maximum) | ≥50% |
|
Progression
This section is suggested to be rewritten. Reason: Numbers are based on .xmls and need to be verified in game. You can help the RimWorld Wiki by improving it. |
Every 60 ticks (1 sec), an insectoid or pawn with the gene will increase in stimulus severity by +3.33% if on polluted terrain, or −0.03% if on unpolluted terrain.
Threshold range | Real time since 0% severity[1] | Game time since 0% severity[2] | Real time in state[3] | Game time in state[4] | Real time since 100% severity[5] | Game time since 100% severity[6] | |
---|---|---|---|---|---|---|---|
None | 0% | - | - | - | - | 200,000 ticks (55.56 mins) | 3.33 in-game days |
Pollution stimulus (minor) | 1% - 19% | 18.02 ticks (0.3 secs) | 0 in-game days | 36,000 ticks (10 mins) | 0.6 in-game days | 162,000 ticks (45 mins) | 2.7 in-game days |
Pollution stimulus (moderate) | 20% - 49% | 360.36 ticks (6.01 secs) | 0.01 in-game days | 58,000 ticks (16.11 mins) | 0.97 in-game days | 102,000 ticks (28.33 mins) | 1.7 in-game days |
Pollution stimulus (maximum) | 50% - 100% | 900.9 ticks (15.02 secs) | 0.02 in-game days | 100,000 ticks (27.78 mins) | 1.67 in-game days | - | - |
Pollution stimulus (maximum) | 100% | 1,801.8 ticks (30.03 secs) | 0.03 in-game days | - | - | - | - |
- ↑ Real time spent before entering the state, assuming severity is increasing and the starting severity is 0%
- ↑ Game time spent before entering the state, assuming severity is increasing and the starting severity is 0%
- ↑ Real time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold
- ↑ Game time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold
- ↑ Real time spent before entering the state, assuming severity is decreasing and the starting severity is 100%
- ↑ Game time spent before entering the state, assuming severity is decreasing and the starting severity is 100%