Difference between revisions of "User:JuliaCat/test"
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+ | == Stat Graphs == | ||
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<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
== Stat Categories == | == Stat Categories == |
Revision as of 15:48, 3 September 2024
Stat Graphs
Stat Categories
DefName | Label | Display Order |
Display All By Default |
---|---|---|---|
Basics | Basics | 10 | true |
BasicsImportant | Basics | 1 | true |
BasicsPawnImportant | Basics | 2 | false |
BasicsNonPawnImportant | Basics | 2 | false |
BasicsPawn | Basics | 11 | false |
BasicsNonPawn | Basics | 12 | false |
AnimalProductivity | animal productivity | 13 | false |
Source | content source | 999 | false |
Apparel | Apparel | 30 | false |
Implant | Implant | 30 | false |
Weapon | Weapon | 40 | false |
Weapon_Ranged | Weapon (ranged) | 44 | false |
Weapon_Melee | Weapon (melee) | 48 | false |
Building | Building | 50 | false |
Ability | Ability | 60 | false |
Drug | Drug | 30 | false |
DrugAddiction | drug addiction | 110 | false |
Terrain | terrain | 13 | false |
EquippedStatOffsets | Offsets when equipped | 70 | false |
StuffStatFactors | Multipliers when made of this | 74 | true |
StuffStatOffsets | Offsets when made of this | 77 | true |
StuffOfEquipmentStatFactors | Multipliers when equipment made of this | 80 | true |
Surgery | Surgical | 90 | true |
CapacityEffects | effects | 100 | true |
PawnCombat | Combat | 110 | false |
PawnSocial | Social | 120 | false |
PawnMisc | Misc | 130 | false |
PawnWork | Work | 140 | false |
Meditation | Meditation | 13 | true |
Genetics | Genetics | 200 | false |
Mechanoid | Mechanoid | 13 | true |
Mechanitor | Mechanitor | 105 | true |
PsychicRituals | Psychic ritual | 500 | false |
Containment | Containment | 600 | false |
Serum | Serum | 700 | false |
Stat Bases
Name | Category | Parameters | Additional | Display Priority In Category |
---|---|---|---|---|
ButcherySpeedBase | PawnWork |
|
|
4500 |
ButcheryEfficiencyBase | PawnWork |
|
|
4520 |
ArmorRatingBase | Apparel |
|
StatParts:
|
- |
InsulationBase | Apparel |
|
StatParts:
|
- |
MarketValueBase | BasicsImportant |
|
StatParts:
|
2510 |
MeditationFocusBase | - | - | - | |
ShootingAccuracyFactorBase | PawnCombat |
|
- | - |
MechStatBase | Mechanoid |
|
- | - |
IntellectualSkillBase | PawnWork |
|
|
- |
AccuracyBase | Weapon_Ranged |
|
StatParts:
|
- |
DarknessCombat | PawnCombat |
|
- | - |
MechanitorStatBase | Mechanitor |
|
- | 2000 |
Stats
DefName Label Label For Full Stat List Offset Label |
Description | Category | Parameters | Complex Paramaters |
Display Priority In Category |
---|---|---|---|---|---|
defName: SmeltingSpeed
label: smelting speed |
The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
PawnWork |
|
|
4500 |
defName: GeneralLaborSpeed
label: general labor speed |
The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production. | PawnWork |
|
|
4999 |
defName: DrugSynthesisSpeed
label: drug synthesis speed |
How fast this character synthesizes complex chemical drugs. | PawnWork |
|
|
4511 |
defName: CookSpeed
label: cooking speed |
The speed at which this person cooks meals. | PawnWork |
|
(-20, 0.01) (0, 0.4) (20, 1.6) |
4541 |
defName: FoodPoisonChance
label: food poison chance labelForFullStatList: food poison chance (chance to poison a meal) |
The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting. |
PawnWork |
|
SkillNeed_Direct">
0.050 0.040 0.030 0.020 0.015 0.010 0.005 0.0025 0.0015 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 |
4542 |
defName: DrugCookingSpeed
label: drug cooking speed |
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. | PawnWork |
|
|
4510 |
defName: ButcheryFleshSpeed
label: butchery speed |
The speed at which this person butchers flesh creatures. | - | - |
|
- |
defName: ButcheryMechanoidSpeed
label: mechanoid shredding speed |
The speed at which this person can shred a mechanoid for resources. | - | - |
|
- |
defName: ButcheryFleshEfficiency
label: butchery efficiency |
The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
- | - |
|
- |
defName: ButcheryMechanoidEfficiency
label: mechanoid shredding efficiency |
The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
- | - |
|
- |
defName: Ability_RequiredPsylink
label: psylink level |
The minimum psylink level required to use this ability. | Ability |
|
1005 | |
defName: Ability_CastingTime
label: casting time |
How long it takes to perform this ability. | Ability |
|
1004 | |
defName: Ability_EntropyGain
label: neural heat gain |
How much neural heat will be added as a result of performing this ability. | Ability |
|
1003 | |
defName: Ability_PsyfocusCost
label: psyfocus cost |
How much psyfocus must be spent to perform this ability. | Ability |
|
1002 | |
defName: Ability_Range
label: range |
The maximum distance to a target of this ability, or to the center of the target location. | Ability |
|
- | 1001 |
defName: Ability_Duration
label: duration |
How long the effects of this ability last. | Ability |
|
- | 999 |
defName: Ability_EffectRadius
label: effect radius |
The radius of the area of effect of this ability. | Ability |
|
- | 998 |
defName: Ability_GoodwillImpact
label: goodwill impact |
How casting this ability on someone will impact relations with their faction. | Ability |
|
- | 997 |
defName: Ability_DetectChancePerEntropy
label: detection chance |
The likelihood of this psychic power being detected when it is used. Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences. |
Ability |
|
Ability_EntropyGain |
996 |
defName: StuffEffectMultiplierArmor
label: Armor - Material effect multiplier |
- | Apparel |
|
- | 1 |
defName: StuffEffectMultiplierInsulation_Cold
label: Insulation - Cold - Material effect multiplier |
- | Apparel |
|
- | 2 |
defName: StuffEffectMultiplierInsulation_Heat
label: Insulation - Heat - Material effect multiplier |
- | Apparel |
|
- | 3 |
defName: ArmorRating_Sharp
label: Armor - Sharp labelForFullStatList: Armor - Sharp (armor stat) |
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
- | - |
|
100 |
defName: ArmorRating_Blunt
label: Armor - Blunt labelForFullStatList: Armor - Blunt (armor stat) |
The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
- | - |
|
99 |
defName: ArmorRating_Heat
label: Armor - Heat labelForFullStatList: Armor - Heat (armor stat) |
The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
- | - |
|
98 |
defName: Insulation_Cold
label: Insulation - Cold labelForFullStatList: Insulation - Cold (armor stat) |
How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
- |
|
|
90 |
defName: Insulation_Heat
label: Insulation - Heat labelForFullStatList: Insulation - Heat (armor stat) |
How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
- | - |
|
89 |
defName: EnergyShieldEnergyMax
label: Shield max energy |
The maximum energy a shield can have at one time. More energy absorbs more damage. |
Apparel |
|
|
70 |
defName: EnergyShieldRechargeRate
label: Shield recharge rate |
The rate at which a shield gains energy as long as it is not broken. | Apparel |
|
|
69 |
defName: PackRadius
label: Effect radius |
The area affected when this pack detonates. | Apparel |
|
|
60 |
defName: EquipDelay
label: equip delay |
The time it takes to equip and unequip this item. | Apparel |
|
- | 50 |
defName: MaxHitPoints
label: max hit points |
The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
BasicsNonPawnImportant |
|
- | 99997 |
defName: Mass
label: mass |
The physical mass of an object. | Basics |
|
StatPart_GearAndInventoryMass StatPart_UnfinishedThingIngredientsMass StatPart_AddedBodyPartsMass |
1500 |
defName: MarketValue
label: market value |
The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
- | - |
StatPart_Health"> <curve>
(0.0, 0.0) (0.5, 0.1) (0.6, 0.5) (0.9, 1.0) </curve> <curve>
(3,0.5) (13,0.9) (18,1) </curve> |
- |
defName: MarketValueIgnoreHp
label: market value ignoring hitpoints |
- | - |
|
- | - |
defName: SellPriceFactor
label: sell price multiplier |
A multiplier on the price at which you can sell items. | BasicsNonPawn |
|
- | 2509 |
defName: RoyalFavorValue
label: honor value |
The amount of honor your trader will earn for giving this to a tribute collector. | BasicsImportant | - | 2508 | |
defName: Flammability
label: flammability |
How easily an object catches fire and how quickly a fire will grow as it burns. | Basics |
|
- | 3000 |
defName: WorkToMake
label: work to make |
The base amount of work it takes to make an item, once all materials are gathered. | BasicsNonPawn |
|
- | 3100 |
defName: 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. |
BasicsNonPawn |
|
StatPart_EnvironmentalEffects"> <multiplier>1.5</multiplier> <multiplier>3</multiplier> StatPart_ToxicFallout: <multiplier>3</multiplier> StatPart_NearHarbingerTree" Anomaly <multiplier>2</multiplier> StatPart_ShamblerCorpse" Anomaly <multiplier>5</multiplier> |
2500 |
defName: Beauty
label: beauty |
How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
BasicsNonPawn |
|
StatPart_ContentsBeauty |
3000 |
defName: BeautyOutdoors
label: outdoor beauty |
How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. |
- | - | - | - |
defName: Cleanliness
label: cleanliness |
How much an object contributes to an area's cleanliness score. | BasicsNonPawn |
|
- | 3000 |
defName: Comfort
label: comfort |
How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
BasicsNonPawn |
|
|
3000 |
defName: Nutrition
label: nutrition |
How nutritious this food is. | BasicsNonPawnImportant |
|
|
3000 |
defName: FoodPoisonChanceFixedHuman
label: food poison chance labelForFullStatList: food poison chance (food stat) |
The chance this food will cause food poisoning. | BasicsNonPawn |
|
StatPart_MaxChanceIfRotting |
4000 |
defName: ShootingAccuracyTurret
label: shooting accuracy labelForFullStatList: shooting accuracy (turrets) |
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
BasicsNonPawn |
|
- | 4000 |
defName: MedicalPotency
label: medical potency |
How effective this is when used to tend wounds and diseases, or do surgery. Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery. Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. |
BasicsNonPawnImportant |
|
- | 4000 |
defName: MedicalQualityMax
label: medical tend quality maximum |
The maximum quality of medical tending that can be achieved while using this. Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. |
BasicsNonPawnImportant |
|
- | 4010 |
defName: ConstructionSpeedFactor
label: construction speed labelForFullStatList: construction speed (material factor) |
The speed at which buildings made of this are constructed is multiplied by this value. Some materials, like stone, are slow to build from, while others, like wood, are fast. |
BasicsNonPawn |
|
- | 2500 |
defName: MeditationFocusStrength
label: meditation psyfocus bonus |
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
Meditation |
|
- | 4010 |
defName: PsychicSensitivityOffset
label: psychic sensitivity offset |
An offset applied to the user's psychic sensitivity. | Basics |
|
|
3500 |
defName: PsychicSensitivityFactor
label: psychic sensitivity factor |
A factor applied to the user's psychic sensitivity. | Basics |
|
- | 3500 |
defName: PsychicEntropyMaxOffset
label: neural heat limit offset |
An offset applied to the user's neural heat limit. | Basics |
|
Royalty <showIfModsLoadedAny> Royalty Biotech </showIfModsLoadedAny> |
3525 |
defName: PsychicEntropyRecoveryRateOffset
label: neural heat recovery rate offset |
An offset applied to the user's neural heat recovery rate. | Basics |
|
<showIfModsLoadedAny> Royalty Biotech </showIfModsLoadedAny> |
3550 |
defName: FilthMultiplier
label: filth multiplier |
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. | Terrain |
|
- | - |
defName: CleaningTimeFactor
label: cleaning time multiplier |
A multiplier on how long it takes to clean filth from this surface. | Terrain |
|
- | - |
defName: WorkToBuild
label: work to build |
The base amount of work it takes to build a structure, once all materials are gathered. The work required to deconstruct the structure is also based on this. |
Building |
|
- | 3101 |
defName: DoorOpenSpeed
label: door opening speed |
The speed at which the door opens when unpowered. Slow doors will slow down everyone who uses them. |
Building |
|
- | 3102 |
defName: BedRestEffectiveness
label: rest effectiveness |
How fast people sleeping on this gain rest. | Building |
|
|
4000 |
defName: TrapMeleeDamage
label: trap melee damage |
How much damage this trap does on average per hit. Each trap hits multiple times. The actual damage in any instance will vary randomly. |
Building |
|
- | 5001 |
defName: TrapSpringChance
label: trap spring chance |
The likelihood that the trap will spring when an unaware creature passes over it. | Building |
|
- | 5000 |
defName: ResearchSpeedFactor
label: research speed factor |
The speed at which people do research is multiplied by this value. | Building |
|
StatPart_WorkTableTemperature
|
1000 |
defName: MedicalTendQualityOffset
label: medical tend quality offset |
Medical tend quality is offset by this value. | Building |
|
- | 2000 |
defName: ImmunityGainSpeedFactor
label: immunity gain speed factor |
Immunity gain speed is multiplied by this value. | Building |
|
- | 4000 |
defName: PowerPlantMaxPowerOuput
label: max power output |
The maximum power that this generator can output in ideal conditions. | Building |
|
- | 1000 |
defName: WorkTableWorkSpeedFactor
label: work speed factor |
Work speed is multiplied by this value. | Building |
|
StatPart_WorkTableUnpowered StatPart_WorkTableTemperature StatPart_WorkTableOutdoors |
3000 |
defName: WorkTableEfficiencyFactor
label: work efficiency factor |
Work efficiency is multiplied by this value. | Building |
|
- | 3000 |
defName: JoyGainFactor
label: recreation power |
How effectively this item entertains people and fulfills the need for recreation. | Building |
|
|
4010 |
defName: SurgerySuccessChanceFactor
label: surgery success chance factor |
A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. |
Building |
|
<factorFromGlowCurve>
(0,0.75) (0.50,1.00) </factorFromGlowCurve>
|
4100 |
defName: RoomReadingBonus
label: reading bonus |
Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase. | Building |
|
|
4200 |
defName: MeleeDPS
label: melee DPS |
Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
PawnCombat |
|
- | 5100 |
defName: MeleeDamageFactor
label: melee damage factor |
A multiplier on the amount of melee damage inflicted by this person. | PawnCombat |
|
5200 | |
defName: MeleeCooldownFactor
label: melee cooldown |
A multiplier on the time this creature takes to recover after making a melee attack. | PawnCombat |
|
- | 5201 |
defName: MeleeArmorPenetration
label: melee armor penetration |
Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
PawnCombat |
|
- | 4100 |
defName: MeleeHitChance
label: melee hit chance |
Chance to hit a target in melee. The target can still dodge even if we would've hit. |
PawnCombat |
|
(-20, 0.05) (-10, 0.10) (0.0, 0.50) (10, 0.80) (20, 0.90) (40, 0.96) (60, 0.98) <curve>
(4,0.05) (12,0.8) (13,1) </curve> |
4100 |
defName: MeleeDodgeChance
label: melee dodge chance |
Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
PawnCombat |
|
(5, 0) (20, 0.30) (60, 0.50) |
4100 |
defName: RangedCooldownFactor
label: ranged cooldown multiplier |
A multiplier on the cooldown between bursts when using a ranged weapon. | PawnCombat |
|
- | 1205 |
defName: ShootingAccuracyPawn
label: shooting accuracy labelForFullStatList: shooting accuracy (people) |
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
PawnCombat |
|
(-20, 0.70) (-10, 0.80) (-6, 0.83) (-4, 0.85) (-2, 0.87) (0, 0.89) (2, 0.93) (4, 0.94) (6, 0.95) (8, 0.96) (10, 0.97) (12, 0.975) (14, 0.98) (16, 0.98333) (18, 0.98666) (20, 0.99) (22, 0.9925) (26, 0.995) (30, 0.9965) (40, 0.998) (60, 0.999) |
4050 |
defName: ShootingAccuracyFactor_Touch
label: accuracy factor (close) |
A multiplier on accuracy at a distance of 3 cells or less. | - | - | - | 4049 |
defName: ShootingAccuracyFactor_Short
label: accuracy factor (short) |
A multiplier on accuracy at a distance of 12 cells. | - | - | - | 4048 |
defName: ShootingAccuracyFactor_Medium
label: accuracy factor (medium) |
A multiplier on accuracy at a distance of 25 cells. | - | - | - | 4047 |
defName: ShootingAccuracyFactor_Long
label: accuracy factor (long) |
A multiplier on accuracy at a distance of 40 cells or more. | - | - | 4046 | |
defName: AimingDelayFactor
label: aiming time |
How long it takes to shoot after choosing a target. | PawnCombat |
|
<curve>
(4,1.8) (12,1.1) (13,1) </curve> |
4040 |
defName: MortarMissRadiusFactor
label: Mortar miss radius multiplier labelForFullStatList: Mortar miss radius multiplier |
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. | PawnCombat |
|
|
4060 |
defName: PawnTrapSpringChance
label: trap spring chance |
Chance to spring a trap the character is unaware of. | PawnCombat |
|
- | 4047 |
defName: IncomingDamageFactor
label: incoming damage multiplier |
A multiplier on all incoming damage. | PawnCombat |
|
- | 4048 |
defName: StaggerDurationFactor
label: stagger time multiplier |
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. | PawnCombat |
|
- | 1200 |
defName: MoveSpeed
label: move speed |
Speed of movement in cells per second. | BasicsPawn |
|
<factorFromGlowCurve>
(0,0.80) (0.30,1.00) </factorFromGlowCurve> |
2500 |
defName: CrawlSpeed
label: crawl speed |
Speed of crawling in cells per second. | BasicsPawn |
|
|
2499 |
defName: MentalBreakThreshold
label: mental break threshold |
As long as someone's mood is below this level, they are in danger of having a mental break. The severity of the mental break will depend on how far below the threshold they are. |
BasicsPawn |
|
- | 2000 |
defName: PsychicSensitivity
label: psychic sensitivity |
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. | BasicsPawn |
|
3500 | |
defName: ToxicResistance
label: toxic resistance |
How well this creature resists toxic buildup. | BasicsPawn |
|
- | 3451 |
defName: GlobalLearningFactor
label: global learning factor |
A multiplier on the learning rate for all skills. | BasicsPawn |
|
- | 3500 |
defName: BedHungerRateFactor
label: bed hunger rate multiplier |
- | - |
|
- | - |
defName: RestRateMultiplier
label: rest rate multiplier |
A multiplier on how quickly a creature rests while sleeping. | BasicsPawn |
|
|
2501 |
defName: EatingSpeed
label: eating speed |
A multiplier on eating speed. | BasicsPawn |
|
|
1000 |
defName: ComfyTemperatureMin
label: min comfortable temperature |
Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
BasicsPawn |
|
|
2010 |
defName: ComfyTemperatureMax
label: max comfortable temperature |
Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
BasicsPawn |
|
|
2010 |
defName: ImmunityGainSpeed
label: immunity gain speed |
The speed at which this character gains immunity to diseases. If this is too slow, the character will die from a disease before developing immunity. |
BasicsPawn |
|
<curve>
(0.65,1) (0.8,0.95) (1.0,0.9) (1.2,0.8) (1.5,0.5) </curve> |
2000 |
defName: InjuryHealingFactor
label: injury healing factor |
The multiplier applied to a person's injury healing rate. | BasicsPawn |
|
2201 | |
defName: CarryingCapacity
label: carrying capacity |
The amount of stuff this creature can carry in its hands, mouth, or other manipulators. This is separate from the ability to carry cargo on long cross-world trips. |
BasicsPawn |
|
|
2203 |
defName: MeatAmount
label: meat amount |
The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. | BasicsPawn |
|
StatPart_NotCarefullySlaughtered"
StatPart_Difficulty_ButcherYield StatPart_Malnutrition <curve>
<loc> <x>0</x> <y>1</y> </loc> <loc> <x>1</x> <y>0.4</y> </loc> </curve>
(0,0) (5,14) (40,40) (100000,100000) |
3552 |
defName: LeatherAmount
label: leather amount |
The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. | BasicsPawn |
|
StatPart_NotCarefullySlaughtered">
(0,0) (5,14) (40,40) (100000,100000) |
3551 |
defName: MinimumHandlingSkill
label: minimum handling skill |
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. | BasicsPawn |
|
StatPart_WildManOffset"> <offset>7</offset> |
1500 |
defName: PainShockThreshold
label: pain shock threshold |
The pain level at which this creature is downed from pain. | BasicsPawn |
|
- | 2000 |
defName: ForagedNutritionPerDay
label: foraged food amount |
The amount of nutrition this person will automatically forage per day while traveling by caravan. | BasicsPawn |
|
|
1000 |
defName: FilthRate
label: filth rate |
How much filth this creature produces. It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem. |
BasicsPawn |
|
- | 2205 |
defName: AnimalsLearningFactor
label: animals learning factor |
A multiplier on the learning rate for animals skill. | BasicsPawn |
|
- | 3500 |
defName: CaravanRidingSpeedFactor
label: caravan riding speed |
The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans. | BasicsPawn |
|
- | 2203 |
defName: MaxNutrition
label: max nutrition |
The amount of nutrition needed to completely fill this creature's stomach.
|
BasicsPawn |
|
StatPart_LifeStageMaxFood |
2501 |
defName: LifespanFactor
label: lifespan factor |
Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. | BasicsPawn |
|
- | 2000 |
defName: MeditationFocusGain
label: meditation psyfocus gain |
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. | BasicsPawn |
|
4010 | |
defName: PsychicEntropyMax
label: neural heat limit |
The maximum amount of neural heat individual can tolerate safely. | BasicsPawn |
|
<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent> <showIfModsLoadedAny> Royalty Biotech </showIfModsLoadedAny>
PsychicSensitivity
StatPart_GearStatOffset" MayRequireAnyOf="Royalty ,Biotech ">
|
3500 |
defName: PsychicEntropyRecoveryRate
label: neural heat recovery rate |
The rate at which this person reduces neural heat. | BasicsPawn |
|
<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent> <showIfModsLoadedAny> Royalty Biotech </showIfModsLoadedAny>
StatPart_Pain">
StatPart_GearStatOffset" MayRequireAnyOf="Royalty ,Biotech ">
|
4000 |
defName: ToxicEnvironmentResistance
label: toxic environment resistance |
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. | BasicsPawn |
|
- | 3450 |
defName: RestFallRateFactor
label: sleep fall rate |
A multiplier on the speed that a person's sleep need falls. | BasicsPawn |
|
- | - |
defName: EMPResistance
label: EMP resistance |
This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. | - |
|
- | 2030 |
defName: JoyFallRateFactor
label: recreation fall rate |
A multiplier on the speed that a person's recreation need falls. | BasicsPawn |
|
- | - |
defName: NegotiationAbility
label: negotiation ability |
How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
PawnSocial |
|
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.20</allowedDefect>
|
2600 |
defName: PawnBeauty
label: beauty |
How physically attractive this person is. This affects social interactions. | PawnSocial |
|
- | 2000 |
defName: ArrestSuccessChance
label: Arrest success chance |
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. | PawnSocial |
|
<allowedDefect>0.05</allowedDefect> <curve>
(3, 0.05) (13, 0.8) (18, 1) </curve> |
2000 |
defName: TradePriceImprovement
label: trade price improvement |
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. | PawnSocial |
|
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.20</allowedDefect>
StatPart_PlayerFactionLeader"> <offset>0.02</offset> |
2599 |
defName: DrugSellPriceImprovement
label: drug sell price improvement |
When this person sells non-medical drugs, prices are improved by this percentage. | PawnSocial |
|
- | 2560 |
defName: SocialImpact
label: social impact |
A multiplier on how much other people are affected by this person's social interactions. | PawnSocial |
|
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.05</allowedDefect>
|
2000 |
defName: TameAnimalChance
label: tame animal chance |
The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
PawnSocial |
|
<allowedDefect>0.20</allowedDefect>
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.20</allowedDefect>
|
1901 |
defName: TrainAnimalChance
label: train animal chance |
The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
PawnSocial |
|
<allowedDefect>0.20</allowedDefect>
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.20</allowedDefect>
|
1900 |
defName: BondAnimalChanceFactor
label: bond chance factor |
A multiplier on the chance to bond with an animal when interacting with it. | PawnSocial |
|
- | 1890 |
defName: WorkSpeedGlobal
label: global work speed |
A multiplier on a character's speed at doing any kind of work. | PawnWork |
|
<factorFromGlowCurve>
(0,0.80) (0.30,1.00) </factorFromGlowCurve>
StatPart_Slave" MayRequire="Ludeon.RimWorld.Ideology">
StatPart_OverseerStatOffset" Biotech label: Offset from mechanitor <curve>
(4,0.2) (12,0.8) (18,1) </curve> |
5000 |
defName: MiningSpeed
label: mining speed |
A speed at which this person mines away walls. | PawnWork |
|
|
4900 |
defName: DeepDrillingSpeed
label: deep drilling speed |
A speed at which this person uses a deep drill to extract underground resources. | PawnWork |
|
|
4901 |
defName: MiningYield
label: mining yield |
The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
PawnWork |
|
SkillNeed_Direct">
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
|
4902 |
defName: SmoothingSpeed
label: smoothing speed |
A multiplier on the speed at which this person smooths rough stone floors and walls. | PawnWork |
|
|
4500 |
defName: ResearchSpeed
label: research speed |
How fast this person performs research and how quickly they can find things using scanning equipment. | - |
|
- | 4500 |
defName: AnimalGatherSpeed
label: animal gather speed |
The speed at which this person milks, shears, and otherwise gathers resources from animals. | PawnWork |
|
|
4501 |
defName: AnimalGatherYield
label: animal gather yield |
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. |
PawnWork |
|
SkillNeed_Direct">
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
|
4502 |
defName: PlantWorkSpeed
label: plant work speed |
The speed at which this person sows and harvests plants. | PawnWork |
|
|
4550 |
defName: PlantHarvestYield
label: plant harvest yield |
The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
PawnWork |
|
SkillNeed_Direct">
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
|
4551 |
defName: DrugHarvestYield
label: drug crop harvest yield |
The yield this person gets when harvesting drug crops. Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant. |
PawnWork |
|
PlantHarvestYield |
4552 |
defName: HuntingStealth
label: hunting stealth |
This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. |
PawnWork |
|
(0.0, 0.0) (0.1, 0.5) (0.2, 0.75) (0.5, 0.80) (1.0, 0.90) |
4500 |
defName: ConstructionSpeed
label: construction speed |
The speed at which this person constructs and repairs buildings. | PawnWork |
|
|
4602 |
defName: ConstructSuccessChance
label: construct success chance |
The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
PawnWork |
|
SkillNeed_Direct">
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
|
4601 |
defName: FixBrokenDownBuildingSuccessChance
label: repair success chance |
The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
PawnWork |
|
SkillNeed_Direct">
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
|
4600 |
defName: CleaningSpeed
label: cleaning speed multiplier |
A multiplier on how fast this cleans up filth from the ground. | PawnWork |
|
|
2500 |
defName: ReadingSpeed
label: reading speed |
A multiplier on how fast this person can read. | PawnWork |
|
<curve>
(3,0.05) (13,1) </curve> |
4600 |
defName: MedicalTendSpeed
label: medical tend speed |
Speed at which the character tends to wounds and illnesses. | PawnWork |
|
|
4650 |
defName: MedicalTendQuality
label: medical tend quality |
The base quality of tending given when tending wounds and illnesses. The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on. |
PawnWork |
|
(0, 0) (1.0, 1.0) (2.0, 1.5) (4.0, 2.0) |
4651 |
defName: MedicalOperationSpeed
label: medical operation speed |
The speed at which the character performs medical operations. | PawnWork |
|
|
4652 |
defName: MedicalSurgerySuccessChance
label: medical surgery success chance |
The base chance that a character will succeed when performing a medical operation. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. |
PawnWork |
|
SkillNeed_Direct">
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
|
4653 |
defName: StuffPower_Armor_Sharp
label: Armor - Sharp labelForFullStatList: Armor - Sharp (material factor) |
Armor against sharp damage like bullets, knife stabs, and animal bites. | StuffStatFactors |
|
- | 4510 |
defName: StuffPower_Armor_Blunt
label: Armor - Blunt labelForFullStatList: Armor - Blunt (material factor) |
Armor against blunt damage like club impacts, rock falls, and explosions. | StuffStatFactors |
|
- | 4509 |
defName: StuffPower_Armor_Heat
label: Armor - Heat labelForFullStatList: Armor - Heat (material factor) |
Armor against temperature-related damage like burns. | StuffStatFactors |
|
- | 4508 |
defName: StuffPower_Insulation_Cold
label: Insulation - Cold labelForFullStatList: Insulation - Cold (material factor) |
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. | StuffStatFactors |
|
- | 4507 |
defName: StuffPower_Insulation_Heat
label: Insulation - Heat labelForFullStatList: Insulation - Heat (material factor) |
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. | StuffStatFactors |
|
- | 4506 |
defName: MeleeWeapon_AverageDPS
label: melee damage per second |
Average damage dealt per second in melee combat, if all attacks hit. | Weapon_Melee |
|
- | 5010 |
defName: MeleeWeapon_AverageArmorPenetration
label: melee armor penetration |
Average armor penetration in melee combat. | Weapon_Melee |
|
- | 5009 |
defName: MeleeWeapon_DamageMultiplier
label: melee damage multiplier |
A damage multiplier applied to melee combat. | Weapon_Melee |
|
|
5008 |
defName: MeleeWeapon_CooldownMultiplier
label: melee cooldown |
A multiplier on attack delay for weapons made of this material. | StuffStatFactors |
|
- | 4504 |
defName: SharpDamageMultiplier
label: sharp damage |
A multiplier on damage from sharp-type attacks for weapons made of this material. | StuffStatFactors |
|
- | 4505 |
defName: BluntDamageMultiplier
label: blunt damage |
A multiplier on damage from blunt-type attacks for weapons made of this material. | StuffStatFactors |
|
- | 4506 |
defName: AccuracyTouch
label: Accuracy (close) |
The weapon's accuracy at a distance of 3 cells or less. An actual shot's chance to hit will also be affected by other factors. |
- | - | - | 5110 |
defName: AccuracyShort
label: Accuracy (short) |
The weapon's accuracy at a distance of 12 cells. An actual shot's chance to hit will also be affected by other factors. |
- | - | - | 5109 |
defName: AccuracyMedium
label: Accuracy (medium) |
The weapon's accuracy at a distance of 25 cells. An actual shot's chance to hit will also be affected by other factors. |
- | - | - | 5108 |
defName: AccuracyLong
label: Accuracy (long) |
The weapon's accuracy at a distance of 40 cells or more. An actual shot's chance to hit will also be affected by other factors. |
- | - | - | 5107 |
defName: RangedWeapon_Cooldown
label: ranged cooldown |
How long it takes to recover after firing this weapon. | Weapon_Ranged |
|
- | 5106 |
defName: RangedWeapon_DamageMultiplier
label: damage multiplier |
A damage multiplier applied to projectiles fired from this weapon. | Weapon_Ranged |
|
|
5105 |
defName: JumpRange
label: Jump range |
The maximum jump distance. | Apparel |
|
|
60 |
defName: MeditationPlantGrowthOffset
label: meditation plant growth offset |
An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby. | Meditation |
|
<curve>
(0, 0.0) (5, -0.08) (10, -0.15) (50, -0.3) </curve> |
4000 |
defName: PsychicEntropyGain
label: neural heat gain |
A multiplier on neural heat gained from any source. | BasicsPawn |
|
4000 | |
defName: SlaveSuppressionOffset
label: slave suppression offset |
An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often. | Basics |
|
- | 3600 |
defName: TerrorSource
label: terror |
The intensity of terror this object induces when viewed. | Basics |
|
StatPart_CorpseCasket">
|
3600 |
defName: BiosculpterPodSpeedFactor
label: biosculpter pod speed factor |
A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle. | Building |
|
|
4100 |
defName: StyleDominance
label: style dominance |
How much this object contributes to overall style dominance in an area. | BasicsNonPawn |
|
StatPart_HasRelic"> <offset>40</offset> |
6000 |
defName: Terror
label: terror |
The intensity of terror this person is experiencing. | BasicsPawn |
|
- | 3600 |
defName: ConversionPower
label: conversion power |
How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. | PawnSocial |
|
StatPart_RoleConversionPower
<allowedDefect>0.05</allowedDefect>
<allowedDefect>0.20</allowedDefect>
|
1901 |
defName: CertaintyLossFactor
label: global certainty loss factor |
A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. | BasicsPawn |
|
- | 1900 |
defName: SocialIdeoSpreadFrequencyFactor
label: ideoligion spread chance |
A multiplier on the chance that this person will try to convert other people to their own ideoligion. | BasicsPawn |
|
- | 1899 |
defName: ShootingAccuracyOutdoorsDarkOffset
label: shooting accuracy outdoors dark |
An offset on shooting accuracy if the target is outdoors at night. | - | - | - | - |
defName: ShootingAccuracyOutdoorsLitOffset
label: shooting accuracy outdoors lit |
An offset on shooting accuracy if the target is outdoors during the day. | - | - | - | - |
defName: ShootingAccuracyIndoorsDarkOffset
label: shooting accuracy indoors dark |
An offset on shooting accuracy if the target is indoors in the dark. | - | - | - | - |
defName: ShootingAccuracyIndoorsLitOffset
label: shooting accuracy indoors lit |
An offset on shooting accuracy if the target is indoors and lit. | - | - | - | - |
defName: MeleeHitChanceOutdoorsDarkOffset
label: melee hit chance outdoors dark |
An offset on melee hit chance if the target is outdoors at night. | - | - | - | - |
defName: MeleeHitChanceOutdoorsLitOffset
label: melee hit chance outdoors lit |
An offset on melee hit chance if the target is outdoors during the day. | - | - | - | - |
defName: MeleeHitChanceIndoorsDarkOffset
label: melee hit chance indoors dark |
An offset on melee hit chance if the target is indoors in the dark. | - | - | - | - |
defName: MeleeHitChanceIndoorsLitOffset
label: melee hit chance indoors lit |
An offset on melee hit chance if the target is indoors and lit. | - | - | - | - |
defName: MeleeDodgeChanceOutdoorsDarkOffset
label: melee dodge chance outdoors night |
An offset on melee dodge chance if the target is outdoors at night. | - | - | - | - |
defName: MeleeDodgeChanceOutdoorsLitOffset
label: melee dodge chance outdoors day |
An offset on melee dodge chance if the target is outdoors during the day. | - | - | - | - |
defName: MeleeDodgeChanceIndoorsDarkOffset
label: melee dodge chance indoors dark |
An offset on melee dodge chance if the target is indoors in the dark. | - | - | - | - |
defName: MeleeDodgeChanceIndoorsLitOffset
label: melee dodge chance indoors lit |
An offset on melee dodge chance if the target is indoors and lit. | - | - | - | - |
defName: BiosculpterOccupantSpeed
label: biosculpter occupant speed |
A multiplier on how quickly this person will complete a biosculpter pod cycle. | PawnMisc |
|
StatPart_BiosculptingSpeedFactor |
1900 |
defName: SlaveSuppressionFallRate
label: slave suppression fall rate |
The rate at which slave suppression falls. | PawnSocial |
|
StatPart_Terror
<curve>
(3, -0.5) (13, -0.3) (16, 0) </curve> |
2200 |
defName: AnimalProductsSellImprovement
label: animal products price improvement |
When this person sells meat, leather, or wool, prices are improved by this percentage. | PawnSocial |
|
- | 2570 |
defName: SuppressionPower
label: suppression power |
A multiplier on a warden's ability to suppress slaves. | PawnSocial |
|
|
- |
defName: HackingSpeed
label: hacking speed |
How fast this person can hack into computer terminals. | PawnWork |
|
|
4510 |
defName: PruningSpeed
label: pruning speed |
A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here. |
PawnWork |
|
SkillNeed_Direct">
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 |
- |
defName: BabyPlayGainFactor
label: baby play power |
How effectively this object can be used to fulfill a baby's need for play. | Building |
|
- | 4020 |
defName: GeneticComplexityIncrease
label: genetic complexity increase |
When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once. | Building |
|
- | 4200 |
defName: AssemblySpeedFactor
label: work speed factor |
The speed at which people assemble genes here is multiplied by this value. | Building |
|
|
1000 |
defName: BirthRitualQualityOffset
label: birth quality offset |
This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy. | Building |
|
- | 4110 |
defName: MaxInstallCount
label: max install count |
How many times this can be installed. Each additional installation increases or upgrades the base effect. | Basics |
|
- | 4020 |
defName: MeleeDoorDamageFactor
label: melee door damage factor |
A special multiplier on the amount of melee damage inflicted on doors. | PawnCombat |
|
- | 5000 |
defName: ShootingAccuracyChildFactor
label: shooting accuracy multiplier |
- | PawnCombat |
|
<curve>
(4,0.95) (12,0.98) (13,1) </curve> |
- |
defName: Fertility
label: fertility |
Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate. | BasicsPawn |
|
<maleFertilityAgeFactor>
(14, 0) (18, 1) (50, 1) (90, 0) </maleFertilityAgeFactor> <femaleFertilityAgeFactor>
(14, 0) (20, 1) (28, 1) (35, 0.5) (40, 0.1) (45, 0.02) (50, 0) </femaleFertilityAgeFactor>
|
- |
defName: MechBandwidth
label: mech bandwidth |
How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time. Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated. |
- | - | - | - |
defName: MechControlGroups
label: mech control groups |
How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. | - | - | - | - |
defName: MechRemoteRepairDistance
label: mech remote repair distance |
How far away a mech can be during remote repair. | - | * Show If Undefined: false | - | - |
defName: MechRemoteShieldDistance
label: mech remote shield distance |
The maximum range at which a mechanitor can place a shield on a mechanoid. | - | * Show If Undefined: false | - | - |
defName: MechRemoteShieldEnergy
label: mech remote shield energy |
The energy a remote shield will have when created by a mechanitor. | - | * Show If Undefined: false | - | - |
defName: MechFormingSpeed
label: mech gestation speed |
A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. | - |
|
|
- |
defName: MechRepairSpeed
label: mech repair speed |
A multiplier on how fast a mechanitor can repair mechanoids. | - |
|
|
- |
defName: SubcoreEncodingSpeed
label: subcore encoding speed |
A multiplier on how fast a mechanitor can create subcores. | - |
|
|
- |
defName: BandwidthCost
label: bandwidth cost |
How much bandwidth this mech consumes when under mechanitor control. | - |
|
- | 2000 |
defName: ControlTakingTime
label: control taking time |
How many seconds it will take for a mechanitor to take control of this mech. | - |
|
- | 2010 |
defName: MechEnergyUsageFactor
label: energy usage multiplier |
A multiplier on how fast a mechanoid consumes its energy reserves while operating. | - |
|
- | 2000 |
defName: WastepacksPerRecharge
label: 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. | - |
|
BandwidthCost
|
2000 |
defName: MechEnergyLossPerHP
label: repair energy cost |
The amount of energy that this mechanoid loses for every 100 damage repaired. | - |
|
- | 2020 |
defName: HemogenGainFactor
label: hemogen gain multiplier |
A multiplier on the amount of hemogen gained. | BasicsPawn |
|
- | - |
defName: RawNutritionFactor
label: raw nutrition multiplier |
A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked. | BasicsPawn |
|
- | 1001 |
defName: CancerRate
label: cancer rate factor |
A multiplier on how likely this person is to develop cancer in any given time frame. | BasicsPawn |
|
- | 2100 |
defName: LearningRateFactor
label: learning rate factor |
A multiplier on how quickly a child's learning need is fulfilled by learning activities. | BasicsPawn |
|
- | 1350 |
defName: GrowthVatOccupantSpeed
label: growth vat occupant speed |
A multiplier on how quickly this person will grow when in a growth vat. | PawnMisc |
|
StatPart_GrowthVatSpeedFactor |
1850 |
defName: WorkSpeedGlobalOffsetMech
label: mech work speed offset |
A work speed offset applied to a mechanitor's mechs. | Mechanitor |
|
- | 5000 |
defName: ContainmentStrength
label: containment strength offsetLabel: 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. | Containment |
|
- | - |
defName: MinimumContainmentStrength
label: 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. | Containment |
|
- | 9999 |
defName: ColdContainmentBonus
label: cold containment bonus |
This entity is less likely to escape if kept in a very cold room. | Containment |
|
- | - |
defName: EntityStudyRate
label: entity study rate |
The rate at which this person generates knowledge from studying unnatural entities. | - |
|
- | 211 |
defName: StudyEfficiency
label: study efficiency |
A multiplier on how much knowledge a person gets when studying unnatural entities. | PawnWork |
|
- | 210 |
defName: ActivitySuppressionRate
label: activity suppression speed |
The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. | PawnWork |
|
PsychicSensitivity |
209 |
defName: PsychicRitualQuality
label: psychic ritual quality |
How much nearby buildings improve quality of psychic rituals performed here. | PsychicRituals |
|
- | - |
defName: PsychicRitualQualityOffset
label: psychic ritual quality offset |
An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants. | PsychicRituals |
|
- | - |
List of Stats by defName
- Ability_CastingTime
- Ability_DetectChancePerEntropy
- Ability_Duration
- Ability_EffectRadius
- Ability_EntropyGain
- Ability_GoodwillImpact
- Ability_PsyfocusCost
- Ability_Range
- Ability_RequiredPsylink
- AccuracyLong
- AccuracyMedium
- AccuracyShort
- AccuracyTouch
- ActivitySuppressionRate
- AimingDelayFactor
- AnimalGatherSpeed
- AnimalGatherYield
- AnimalProductsSellImprovement
- AnimalsLearningFactor
- ArmorRating_Blunt
- ArmorRating_Heat
- ArmorRating_Sharp
- ArrestSuccessChance
- AssemblySpeedFactor
- BabyPlayGainFactor
- BandwidthCost
- Beauty
- BeautyOutdoors
- BedHungerRateFactor
- BedRestEffectiveness
- BiosculpterOccupantSpeed
- BiosculpterPodSpeedFactor
- BirthRitualQualityOffset
- BluntDamageMultiplier
- BondAnimalChanceFactor
- ButcheryFleshEfficiency
- ButcheryFleshSpeed
- ButcheryMechanoidEfficiency
- ButcheryMechanoidSpeed
- CancerRate
- CaravanRidingSpeedFactor
- CarryingCapacity
- CertaintyLossFactor
- CleaningSpeed
- CleaningTimeFactor
- Cleanliness
- ColdContainmentBonus
- Comfort
- ComfyTemperatureMax
- ComfyTemperatureMin
- ConstructSuccessChance
- ConstructionSpeed
- ConstructionSpeedFactor
- ContainmentStrength
- ControlTakingTime
- ConversionPower
- CookSpeed
- CrawlSpeed
- DeepDrillingSpeed
- DeteriorationRate
- DoorOpenSpeed
- DrugCookingSpeed
- DrugHarvestYield
- DrugSellPriceImprovement
- DrugSynthesisSpeed
- EMPResistance
- EatingSpeed
- EnergyShieldEnergyMax
- EnergyShieldRechargeRate
- EntityStudyRate
- EquipDelay
- Fertility
- FilthMultiplier
- FilthRate
- FixBrokenDownBuildingSuccessChance
- Flammability
- FoodPoisonChance
- FoodPoisonChanceFixedHuman
- ForagedNutritionPerDay
- GeneralLaborSpeed
- GeneticComplexityIncrease
- GlobalLearningFactor
- GrowthVatOccupantSpeed
- HackingSpeed
- HemogenGainFactor
- HuntingStealth
- ImmunityGainSpeed
- ImmunityGainSpeedFactor
- IncomingDamageFactor
- InjuryHealingFactor
- Insulation_Cold
- Insulation_Heat
- JoyFallRateFactor
- JoyGainFactor
- JumpRange
- LearningRateFactor
- LeatherAmount
- LifespanFactor
- MarketValue
- MarketValueIgnoreHp
- Mass
- MaxHitPoints
- MaxInstallCount
- MaxNutrition
- MeatAmount
- MechBandwidth
- MechControlGroups
- MechEnergyLossPerHP
- MechEnergyUsageFactor
- MechFormingSpeed
- MechRemoteRepairDistance
- MechRemoteShieldDistance
- MechRemoteShieldEnergy
- MechRepairSpeed
- MedicalOperationSpeed
- MedicalPotency
- MedicalQualityMax
- MedicalSurgerySuccessChance
- MedicalTendQuality
- MedicalTendQualityOffset
- MedicalTendSpeed
- MeditationFocusGain
- MeditationFocusStrength
- MeditationPlantGrowthOffset
- MeleeArmorPenetration
- MeleeCooldownFactor
- MeleeDPS
- MeleeDamageFactor
- MeleeDodgeChance
- MeleeDodgeChanceIndoorsDarkOffset
- MeleeDodgeChanceIndoorsLitOffset
- MeleeDodgeChanceOutdoorsDarkOffset
- MeleeDodgeChanceOutdoorsLitOffset
- MeleeDoorDamageFactor
- MeleeHitChance
- MeleeHitChanceIndoorsDarkOffset
- MeleeHitChanceIndoorsLitOffset
- MeleeHitChanceOutdoorsDarkOffset
- MeleeHitChanceOutdoorsLitOffset
- MeleeWeapon_AverageArmorPenetration
- MeleeWeapon_AverageDPS
- MeleeWeapon_CooldownMultiplier
- MeleeWeapon_DamageMultiplier
- MentalBreakThreshold
- MinimumContainmentStrength
- MinimumHandlingSkill
- MiningSpeed
- MiningYield
- MortarMissRadiusFactor
- MoveSpeed
- NegotiationAbility
- Nutrition
- PackRadius
- PainShockThreshold
- PawnBeauty
- PawnTrapSpringChance
- PlantHarvestYield
- PlantWorkSpeed
- PowerPlantMaxPowerOuput
- PruningSpeed
- PsychicEntropyGain
- PsychicEntropyMax
- PsychicEntropyMaxOffset
- PsychicEntropyRecoveryRate
- PsychicEntropyRecoveryRateOffset
- PsychicRitualQuality
- PsychicRitualQualityOffset
- PsychicSensitivity
- PsychicSensitivityFactor
- PsychicSensitivityOffset
- RangedCooldownFactor
- RangedWeapon_Cooldown
- RangedWeapon_DamageMultiplier
- RawNutritionFactor
- ReadingSpeed
- ResearchSpeed
- ResearchSpeedFactor
- RestFallRateFactor
- RestRateMultiplier
- RoomReadingBonus
- RoyalFavorValue
- SellPriceFactor
- SharpDamageMultiplier
- ShootingAccuracyChildFactor
- ShootingAccuracyFactor_Long
- ShootingAccuracyFactor_Medium
- ShootingAccuracyFactor_Short
- ShootingAccuracyFactor_Touch
- ShootingAccuracyIndoorsDarkOffset
- ShootingAccuracyIndoorsLitOffset
- ShootingAccuracyOutdoorsDarkOffset
- ShootingAccuracyOutdoorsLitOffset
- ShootingAccuracyPawn
- ShootingAccuracyTurret
- SlaveSuppressionFallRate
- SlaveSuppressionOffset
- SmeltingSpeed
- SmoothingSpeed
- SocialIdeoSpreadFrequencyFactor
- SocialImpact
- StaggerDurationFactor
- StudyEfficiency
- StuffEffectMultiplierArmor
- StuffEffectMultiplierInsulation_Cold
- StuffEffectMultiplierInsulation_Heat
- StuffPower_Armor_Blunt
- StuffPower_Armor_Heat
- StuffPower_Armor_Sharp
- StuffPower_Insulation_Cold
- StuffPower_Insulation_Heat
- StyleDominance
- SubcoreEncodingSpeed
- SuppressionPower
- SurgerySuccessChanceFactor
- TameAnimalChance
- Terror
- TerrorSource
- ToxicEnvironmentResistance
- ToxicResistance
- TradePriceImprovement
- TrainAnimalChance
- TrapMeleeDamage
- TrapSpringChance
- WastepacksPerRecharge
- WorkSpeedGlobal
- WorkTableEfficiencyFactor
- WorkTableWorkSpeedFactor
- WorkToBuild
- WorkToMake
Stat Statistics
- 242 <StatDef
- 175 <StatDef>
- 35 <StatCategoryDef>
- 35 <displayOrder>
- 10 <displayAllByDefault>
- 265 <defName>
- 266 <label>
- 224 <description>
- 192 <category>
- 193 <displayPriorityInCategory>
Level 2
- 61 <parts>
- 39 <capacityFactors>
- 38 <skillNeedFactors>
- 20 <statFactors>
- 8 <postProcessCurve>
- 7 <skillNeedOffsets>
- 5 <capacityOffsets>
- 3 <postProcessStatFactors>
- 3 <showOnPawnKind>
Types
242 Total
- 35 Categories
- 207 Stats
Bases
- ButcherySpeedBase
- ButcheryEfficiencyBase
- ArmorRatingBase
- InsulationBase
- MarketValueBase
- MeditationFocusBase
- ShootingAccuracyFactorBase
- MechStatBase
- IntellectualSkillBase
- AccuracyBase
- DarknessCombat
- MechanitorStatBase
1 Non Base Parents
- Beauty
Classes
- 39 SkillNeed_BaseBonus
- 8 SkillNeed_Direct
Stat Parts
- 1 StatPart_AddedBodyPartsMass
- 9 StatPart_Age
- 1 StatPart_AgeOffset
- StatPart_ArtificialBuildingsNearbyOffset
- StatPart_BedStat
- StatPart_Biocoded
- StatPart_BiosculptingSpeedFactor
- StatPart_BlindPsychicSensitivityOffset
- StatPart_BodySize
- StatPart_ContentsBeauty
- StatPart_CorpseCasket
- StatPart_Deathresting
- StatPart_Difficulty_ButcherYield
- StatPart_EnvironmentalEffects
- StatPart_FertilityByGenderAge
- StatPart_FertilityByHediffs
- StatPart_Food
- StatPart_GearAndInventoryMass
- 6 StatPart_GearStatOffset
- 2 StatPart_Genes
- 3 StatPart_Glow
- 1 StatPart_GrowthVatSpeedFactor
- StatPart_HasRelic
- 1 StatPart_Health
- StatPart_Hyperlinks
- StatPart_IsCorpseFresh
- StatPart_IsFlesh
- StatPart_LifeStageMaxFood
- StatPart_Malnutrition
- StatPart_MaxChanceIfRotting
- StatPart_NaturalNotMissingBodyPartsCoverage
- StatPart_NearHarbingerTree
- StatPart_NotCarefullySlaughtered
- StatPart_NoxiousHaze
- 3 StatPart_Outdoors
- StatPart_OverseerStatOffset
- 1 StatPart_Pain
- StatPart_PlantGrowthNutritionFactor
- StatPart_PlayerFactionLeader
- StatPart_Pollution
- StatPart_Quality
- StatPart_Quality_Offset
- StatPart_ReloadMarketValue
- StatPart_Rest
- StatPart_Resting
- StatPart_RevenantSpeed
- StatPart_RoleConversionPower
- StatPart_RoomStat
- StatPart_ShamblerCorpse
- StatPart_ShamblerCrawling
- StatPart_SightPsychicSensitivityOffset
- StatPart_Slave
- 5 StatPart_Stuff
- StatPart_Terror
- StatPart_ToxicFallout
- StatPart_UnfinishedThingIngredientsMass
- StatPart_WeaponTraitsMarketValueOffset
- 1 StatPart_WildManOffset
- 1 StatPart_WorkTableOutdoors
- 2 StatPart_WorkTableTemperature
- 1 StatPart_WorkTableUnpowered
- 1 StatPart_WornByCorpse