Difference between revisions of "User:JuliaCat/data"

From RimWorld Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
 
== Needs ==
 
== Needs ==
 +
 +
<!--
 +
// Token: 0x04003537 RID: 13623
 +
public Type needClass;
 +
 +
// Token: 0x04003538 RID: 13624
 +
public Intelligence minIntelligence;
 +
 +
// Token: 0x04003539 RID: 13625
 +
public bool colonistAndPrisonersOnly;
 +
 +
// Token: 0x0400353A RID: 13626
 +
public bool playerMechsOnly;
 +
 +
// Token: 0x0400353B RID: 13627
 +
public bool colonistsOnly;
 +
 +
// Token: 0x0400353C RID: 13628
 +
public bool slavesOnly;
 +
 +
// Token: 0x0400353D RID: 13629
 +
public bool onlyIfCausedByHediff;
 +
 +
// Token: 0x0400353E RID: 13630
 +
public bool onlyIfCausedByGene;
 +
 +
// Token: 0x0400353F RID: 13631
 +
public bool onlyIfCausedByTrait;
 +
 +
// Token: 0x04003540 RID: 13632
 +
public bool neverOnPrisoner;
 +
 +
// Token: 0x04003541 RID: 13633
 +
public bool neverOnSlave;
 +
 +
// Token: 0x04003542 RID: 13634
 +
public List<RoyalTitleDef> titleRequiredAny;
 +
 +
// Token: 0x04003543 RID: 13635
 +
public List<HediffDef> hediffRequiredAny;
 +
 +
// Token: 0x04003544 RID: 13636
 +
public List<PreceptDef> nullifyingPrecepts;
 +
 +
// Token: 0x04003545 RID: 13637
 +
public List<CompProperties> requiredComps;
 +
 +
// Token: 0x04003546 RID: 13638
 +
public DevelopmentalStage developmentalStageFilter = DevelopmentalStage.Child | DevelopmentalStage.Adult;
 +
 +
// Token: 0x04003547 RID: 13639
 +
public bool showOnNeedList = true;
 +
 +
// Token: 0x04003548 RID: 13640
 +
public float baseLevel = 0.5f;
 +
 +
// Token: 0x04003549 RID: 13641
 +
public bool major;
 +
 +
// Token: 0x0400354A RID: 13642
 +
public int listPriority;
 +
 +
// Token: 0x0400354B RID: 13643
 +
[NoTranslate]
 +
public string tutorHighlightTag;
 +
 +
// Token: 0x0400354C RID: 13644
 +
public bool showForCaravanMembers;
 +
 +
// Token: 0x0400354D RID: 13645
 +
public bool scaleBar;
 +
 +
// Token: 0x0400354E RID: 13646
 +
public bool showUnitTicks;
 +
 +
// Token: 0x0400354F RID: 13647
 +
public float fallPerDay = 0.5f;
 +
 +
// Token: 0x04003550 RID: 13648
 +
public float seekerRisePerHour;
 +
 +
// Token: 0x04003551 RID: 13649
 +
public float seekerFallPerHour;
 +
 +
// Token: 0x04003552 RID: 13650
 +
public bool freezeWhileSleeping;
 +
 +
// Token: 0x04003553 RID: 13651
 +
public bool freezeInMentalState;
 +
-->
 +
 +
Defaults:
 +
* developmentalStageFilter = DevelopmentalStage.Child | DevelopmentalStage.Adult;
 +
* showOnNeedList = true;
 +
* baseLevel = 0.5f;
 +
* fallPerDay = 0.5f;
 +
{| {{STDT}}
 +
! Developmental Stage Filter !! Show On Need List !! Base Level !! Fall Per Day
 +
|-
 +
| <!-- Developmental Stage Filter -->Child, Adult
 +
| <!-- Show On Need List -->{{Good|true}}
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|}
 +
<!--div-->
 +
<!-- Core -->
 +
 +
<!--Defs-->
 +
{| {{STDT| c_23 sortable}}
 +
! Name !! Description !! Base Level !! Fall Per Day !! Details !! List Priority
 +
|-<!--NeedDef-->
 +
<!--defName>Mood</defName-->
 +
! <!--label-->{{ucfirst:mood}}<!--/label-->
 +
| <!--description-->Mood represents how happy or stressed someone is. If mood gets too low, the person may suffer a mental break. Depending on how low their mood is, someone who has a mental break may have a minor breaks like hiding in their room for a day, or a major break like going on a murder spree.<!--/description-->
 +
| <!--baseLevel-->0.32<!--/baseLevel-->
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Mood'''<!--/needClass-->
 +
* <seekerRisePerHour>0.12</seekerRisePerHour>
 +
* <seekerFallPerHour>0.08</seekerFallPerHour>
 +
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 +
| <!--listPriority-->1000<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Food</defName-->
 +
! <!--label-->{{ucfirst:food}}<!--/label-->
 +
| <!--description-->Food is the amount of nutrition a creature has consumed recently. If it is at zero, a creature will become increasingly malnourished and eventually die.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Food'''<!--/needClass-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 +
* Show Unit Ticks: <!--showUnitTicks-->{{Good|true}}<!--/showUnitTicks-->
 +
| <!--listPriority-->800<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Rest</defName-->
 +
! <!--label-->{{ucfirst:sleep}}<!--/label-->
 +
| <!--description-->Sleep is how much time a creature has spent sleeping recently. If it is at zero, a creature will eventually fall asleep on the spot.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Rest'''<!--/needClass-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 +
| <!--listPriority-->700<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Joy</defName-->
 +
! <!--label-->{{ucfirst:recreation}}<!--/label-->
 +
| <!--description-->Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Joy'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
 +
* Never On Prisoner: <!--neverOnPrisoner-->{{Good|true}}<!--/neverOnPrisoner-->
 +
* Never On Slave: <!--neverOnSlave-->{{Good|true}}<!--/neverOnSlave-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
* Freeze In Mental State: <!--freezeInMentalState-->{{Good|true}}<!--/freezeInMentalState-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Adult'''<!--/developmentalStageFilter-->
 +
| <!--listPriority-->500<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 
 +
|-<!--NeedDef-->
 +
<!--defName>Beauty</defName-->
 +
! <!--label-->{{ucfirst:beauty}}<!--/label-->
 +
| <!--description-->Beauty reflects how visually pleasing a person has found their surroundings recently. Beautiful things like art improve beauty when viewed, while ugly things like filth and rough stone surfaces reduce it.<!--/description-->
 +
| <!--baseLevel-->0.4<!--/baseLevel-->
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Beauty'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* <seekerRisePerHour>0.32</seekerRisePerHour>
 +
* <seekerFallPerHour>0.08</seekerFallPerHour>
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
| <!--listPriority-->300<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Comfort</defName-->
 +
! <!--label-->{{ucfirst:comfort}}<!--/label-->
 +
| <!--description-->Comfort is gained by sitting in or sleeping on comfortable furniture. It is acquired while laying in bed, sitting in a chair while working, or other times.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Comfort'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* <seekerRisePerHour>0.60</seekerRisePerHour>
 +
* <seekerFallPerHour>0.04</seekerFallPerHour>
 +
* Nullifying Precepts:<!--nullifyingPrecepts-->
 +
** '''[[Precepts#Comfort|Comfort: Ignored]]''' {{IdeologyIcon}}<!--/nullifyingPrecepts-->
 +
| <!--listPriority-->200<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Outdoors</defName-->
 +
! <!--label-->{{ucfirst:outdoors}}<!--/label-->
 +
| <!--description-->Outdoors expresses the need not to be cooped up inside. It is harmed by long periods inside, especially underground. It improves when someone spends time under the sky, especially outdoors. It's not about the size of the rooms, but the need to be outside from time to time. Lack of outdoors time is a significant challenge for people who dwell in underground bases.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Outdoors'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
| <!--listPriority-->100<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Indoors</defName-->
 +
! <!--label-->{{ucfirst:indoors}}<!--/label-->
 +
| <!--description-->Indoors expresses the need to be within walls and under a roof. It is harmed by spending time in outdoor areas or not under roofs. To raise this need past 50%, a person must be under an overhead mountain, not just a normal roof.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Indoors'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
| <!--listPriority-->100<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>DrugDesire</defName-->
 +
! <!--label-->{{ucfirst:chemical}}<!--/label-->
 +
| <!--description-->Chemical expresses the desire to ingest drugs. When above a certain level it will create good mood, but when below a certain level it will create increasingly bad mood.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!--fallPerDay-->0.071<!--/fallPerDay-->
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical_Any'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
| <!--listPriority-->150<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>RoomSize</defName-->
 +
! <!--label-->{{ucfirst:room size}}<!--/label-->
 +
| -<!-- Description -->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_RoomSize'''<!--/needClass-->
 +
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 +
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* <seekerRisePerHour>0.90</seekerRisePerHour>
 +
* <seekerFallPerHour>0.90</seekerFallPerHour>
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
| <!--listPriority-->100<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
<!--/Defs-->
 +
 +
<!-- Drugs -->
 +
 +
<!--div--><!--
 +
<NeedDef Name="DrugAddictionNeedBase" Abstract="True">
 +
* Only If Caused By Hediff: <onlyIfCausedByHediff>{{Good|true}}</onlyIfCausedByHediff>
 +
* Tutor Highlight Tag: <tutorHighlightTag>'''NeedAddiction'''</tutorHighlightTag>
 +
* Show For Caravan Members: <showForCaravanMembers>{{Good|true}}</showForCaravanMembers>
 +
</NeedDef>-->
 +
 
 +
  <!-- Go-juice addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_GoJuice</defName-->
 +
! <!--label-->{{ucfirst:go-juice}}<!--/label-->
 +
| <!--description-->Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->45<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
  <!-- Luciferium addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_Luciferium</defName-->
 +
! <!--label-->{{ucfirst:luciferium}}<!--/label-->
 +
| <!--description-->This person's body is enhanced by luciferium mechanites.<br /><br />Without regular doses of luciferium, the mechanites will lose cohesion. If this happens, the user becomes continuously, violently insane and eventually dies.<br /><br />This addiction never goes away.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!--fallPerDay-->0.15<!--/fallPerDay-->
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->45<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 
 +
  <!-- Psychite addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_Psychite</defName-->
 +
! <!--label-->{{ucfirst:psychite}}<!--/label-->
 +
| <!--description-->Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->50<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
  <!-- Smokeleaf addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_Smokeleaf</defName-->
 +
! <!--label-->{{ucfirst:smokeleaf}}<!--/label-->
 +
| <!--description-->Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->25<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 
 +
  <!-- WakeUp addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_WakeUp</defName-->
 +
! <!--label-->{{ucfirst:wake-up}}<!--/label-->
 +
| <!--description-->Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->40<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 
 +
  <!-- Alcohol addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_Alcohol</defName-->
 +
! <!--label-->{{ucfirst:alcohol}}<!--/label-->
 +
| <!--description-->Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->35<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
  <!-- Ambrosia addiction -->
 +
 +
|-<!--NeedDef ParentName="DrugAddictionNeedBase"-->
 +
<!--defName>Chemical_Ambrosia</defName-->
 +
! <!--label-->{{ucfirst:ambrosia}}<!--/label-->
 +
| <!--description-->Because of an ambrosia addiction, this person needs to regularly consume ambrosia to avoid withdrawal symptoms.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
 +
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 +
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
| <!--listPriority-->20<!--/listPriority-->
 +
<!--/NeedDef-->
 +
<!--/div-->
 +
 +
<!-- Royalty -->
 +
 +
<!--Defs-->
 +
  <!-- This is a temporary dummy need to suppress errors when loading older saves. -->
 +
|-<!--NeedDef-->
 +
<!--defName>Authority</defName-->
 +
| Authority<!-- Label -->
 +
| <!--description-->dummy need<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Authority'''<!--/needClass-->
 +
* {{Quote|This is a temporary dummy need to suppress errors when loading older saves.|XML comment|RimWorld}}
 +
| -<!-- List Priority -->
 +
<!--/NeedDef-->
 +
<!--/Defs-->
 +
 +
<!-- Ideology -->
 +
 +
<!--Defs-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Suppression</defName-->
 +
! <!--label-->{{ucfirst:suppression}}<!--/label-->
 +
| -<!-- Description -->
 +
| <!--baseLevel-->0.5<!--/baseLevel-->
 +
| <!--fallPerDay-->0<!--/fallPerDay-->
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Suppression'''<!--/needClass-->
 +
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 +
* Slaves Only: <!--slavesOnly-->{{Good|true}}<!--/slavesOnly-->
 +
| -<!-- List Priority -->
 +
<!--/NeedDef-->
 +
 +
<!--/Defs-->
 +
 +
<!-- Biotech -->
 +
 +
<!--Defs-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Deathrest</defName-->
 +
! <!--label-->{{ucfirst:deathrest}}<!--/label-->
 +
| <!--description-->People with the deathrest gene must deathrest every few days or quadrums. Deathresting means entering a regenerative coma for several days, during which the rester appears dead.<br /><br />A variety of special buildings can connect to a deathresting person and give them bonuses upon waking.<br /><br />Going too long without deathrest will cause deathrest exhaustion, which massively degrades a person's physical capacities.<!--/description-->
 +
| <!--baseLevel-->0.01<!--/baseLevel-->
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Deathrest'''<!--/needClass-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 +
* Only If Caused By Gene: <!--onlyIfCausedByGene-->{{Good|true}}<!--/onlyIfCausedByGene-->
 +
| <!--listPriority-->600<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>KillThirst</defName-->
 +
! <!--label-->{{ucfirst:kill satiety}}<!--/label-->
 +
| <!--description-->Kill satiety fulfills a built-in desire to do violence at close range to human victims. If it isn't satiated, the person will become very unhappy.<!--/description-->
 +
| <!--baseLevel-->0<!--/baseLevel-->
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_KillThirst'''<!--/needClass-->
 +
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* Only If Caused By Gene: <!--onlyIfCausedByGene-->{{Good|true}}<!--/onlyIfCausedByGene-->
 +
| -<!-- List Priority -->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Learning</defName-->
 +
! <!--label-->{{ucfirst:learning}}<!--/label-->
 +
| <!--description-->Children need new lessons and experiences to grow up well, and will become unhappy without them.<br /><br />Children will only do learning activities when their schedule is set to Recreation or Anything.<br /><br />Activities that fulfill a child's desire to learn include:<br />{ACTIVITIES}<br /><br />A satisfied learning need helps children gain growth tiers faster, giving them more passions and choices during growth moments.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Learning'''<!--/needClass-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Child'''<!--/developmentalStageFilter-->
 +
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
| <!--listPriority-->500<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>Play</defName-->
 +
! <!--label-->{{ucfirst:play}}<!--/label-->
 +
| <!--description-->Babies need to be played with by adults. If they aren't played with, they will become unhappy.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_Play'''<!--/needClass-->
 +
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby'''<!--/developmentalStageFilter-->
 +
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
| <!--listPriority-->550<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
|-<!--NeedDef-->
 +
<!--defName>MechEnergy</defName-->
 +
! <!--label-->{{ucfirst:energy}}<!--/label-->
 +
| <!--description-->A reserve of bioelectric energy needed for a mechanoid to function. It can be recharged at a charging station. If it reaches zero, the mech will go into dormant self-charging mode and recharge very slowly.<!--/description-->
 +
| <!-- Base Level -->0.5
 +
| <!-- Fall Per Day -->0.5
 +
|<!-- Details -->
 +
* Need Class: <!--needClass-->'''Need_MechEnergy'''<!--/needClass-->
 +
* Show On Need List: <!--showOnNeedList-->{{Good|true}}<!--/showOnNeedList-->
 +
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 +
* Player Mechs Only: <!--playerMechsOnly-->{{Good|true}}<!--/playerMechsOnly-->
 +
* Freeze While Sleeping: <!--freezeWhileSleeping-->{{Good|true}}<!--/freezeWhileSleeping-->
 +
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 +
* Major: <!--major-->{{Good|true}}<!--/major-->
 +
| <!--listPriority-->10000<!--/listPriority-->
 +
<!--/NeedDef-->
 +
 +
<!--/Defs-->
 +
|}
 +
<!--/div-->
  
 
== Thoughts ==
 
== Thoughts ==

Revision as of 23:50, 20 October 2024

Needs

Defaults:

  • developmentalStageFilter = DevelopmentalStage.Child | DevelopmentalStage.Adult;
  • showOnNeedList = true;
  • baseLevel = 0.5f;
  • fallPerDay = 0.5f;
Developmental Stage Filter Show On Need List Base Level Fall Per Day
Child, Adult true 0.5 0.5
Name Description Base Level Fall Per Day Details List Priority
Mood Mood represents how happy or stressed someone is. If mood gets too low, the person may suffer a mental break. Depending on how low their mood is, someone who has a mental break may have a minor breaks like hiding in their room for a day, or a major break like going on a murder spree. 0.32 0.5
  • Need Class: Need_Mood
  • <seekerRisePerHour>0.12</seekerRisePerHour>
  • <seekerFallPerHour>0.08</seekerFallPerHour>
  • Show On Need List: false
  • Min Intelligence: Humanlike
  • Major: true
  • Freeze While Sleeping: true
  • Show For Caravan Members: true
  • Developmental Stage Filter: Baby, Child, Adult
1000
Food Food is the amount of nutrition a creature has consumed recently. If it is at zero, a creature will become increasingly malnourished and eventually die. 0.5 0.5
  • Need Class: Need_Food
  • Major: true
  • Show For Caravan Members: true
  • Developmental Stage Filter: Baby, Child, Adult
  • Show Unit Ticks: true
800
Sleep Sleep is how much time a creature has spent sleeping recently. If it is at zero, a creature will eventually fall asleep on the spot. 0.5 0.5
  • Need Class: Need_Rest
  • Major: true
  • Show For Caravan Members: true
  • Developmental Stage Filter: Baby, Child, Adult
700
Recreation Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. 0.5 0.5
  • Need Class: Need_Joy
  • Min Intelligence: Humanlike
  • Colonists Only: true
  • Never On Prisoner: true
  • Never On Slave: true
  • Major: true
  • Freeze While Sleeping: true
  • Freeze In Mental State: true
  • Developmental Stage Filter: Adult
500
Beauty Beauty reflects how visually pleasing a person has found their surroundings recently. Beautiful things like art improve beauty when viewed, while ugly things like filth and rough stone surfaces reduce it. 0.4 0.5
  • Need Class: Need_Beauty
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • <seekerRisePerHour>0.32</seekerRisePerHour>
  • <seekerFallPerHour>0.08</seekerFallPerHour>
  • Freeze While Sleeping: true
300
Comfort Comfort is gained by sitting in or sleeping on comfortable furniture. It is acquired while laying in bed, sitting in a chair while working, or other times. 0.5 0.5
  • Need Class: Need_Comfort
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • <seekerRisePerHour>0.60</seekerRisePerHour>
  • <seekerFallPerHour>0.04</seekerFallPerHour>
  • Nullifying Precepts:
200
Outdoors Outdoors expresses the need not to be cooped up inside. It is harmed by long periods inside, especially underground. It improves when someone spends time under the sky, especially outdoors. It's not about the size of the rooms, but the need to be outside from time to time. Lack of outdoors time is a significant challenge for people who dwell in underground bases. 0.5 0.5
  • Need Class: Need_Outdoors
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • Freeze While Sleeping: true
100
Indoors Indoors expresses the need to be within walls and under a roof. It is harmed by spending time in outdoor areas or not under roofs. To raise this need past 50%, a person must be under an overhead mountain, not just a normal roof. 0.5 0.5
  • Need Class: Need_Indoors
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • Freeze While Sleeping: true
100
Chemical Chemical expresses the desire to ingest drugs. When above a certain level it will create good mood, but when below a certain level it will create increasingly bad mood. 0.5 0.071
  • Need Class: Need_Chemical_Any
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • Freeze While Sleeping: true
150
Room size - 0.5 0.5
  • Need Class: Need_RoomSize
  • Show On Need List: false
  • Min Intelligence: Humanlike
  • Colonist And Prisoners Only: true
  • <seekerRisePerHour>0.90</seekerRisePerHour>
  • <seekerFallPerHour>0.90</seekerFallPerHour>
  • Freeze While Sleeping: true
100



Go-juice Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. 0.5 0.333
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
45


Luciferium This person's body is enhanced by luciferium mechanites.

Without regular doses of luciferium, the mechanites will lose cohesion. If this happens, the user becomes continuously, violently insane and eventually dies.

This addiction never goes away.
0.5 0.15
  • Need Class: Need_Chemical
  • Developmental Stage Filter: Baby, Child, Adult
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
45


Psychite Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. 0.5 0.5
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
50


Smokeleaf Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms. 0.5 0.5
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
25


Wake-up Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms. 0.5 0.333
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
40


Alcohol Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms. 0.5 0.5
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
35


Ambrosia Because of an ambrosia addiction, this person needs to regularly consume ambrosia to avoid withdrawal symptoms. 0.5 0.5
  • Need Class: Need_Chemical
  • Only If Caused By Hediff: true
  • Tutor Highlight Tag: NeedAddiction
  • Show For Caravan Members: true
20


Authority dummy need 0.5 0.5
  • Need Class: Need_Authority
  • This is a temporary dummy need to suppress errors when loading older saves.

    — XML comment,  RimWorld
-


Suppression - 0.5 0
  • Need Class: Need_Suppression
  • Show On Need List: false
  • Slaves Only: true
-



Deathrest People with the deathrest gene must deathrest every few days or quadrums. Deathresting means entering a regenerative coma for several days, during which the rester appears dead.

A variety of special buildings can connect to a deathresting person and give them bonuses upon waking.

Going too long without deathrest will cause deathrest exhaustion, which massively degrades a person's physical capacities.
0.01 0.5
  • Need Class: Need_Deathrest
  • Major: true
  • Min Intelligence: ToolUser
  • Only If Caused By Gene: true
600
Kill satiety Kill satiety fulfills a built-in desire to do violence at close range to human victims. If it isn't satiated, the person will become very unhappy. 0 0.5
  • Need Class: Need_KillThirst
  • Min Intelligence: ToolUser
  • Colonist And Prisoners Only: true
  • Only If Caused By Gene: true
-
Learning Children need new lessons and experiences to grow up well, and will become unhappy without them.

Children will only do learning activities when their schedule is set to Recreation or Anything.

Activities that fulfill a child's desire to learn include:
{ACTIVITIES}

A satisfied learning need helps children gain growth tiers faster, giving them more passions and choices during growth moments.
0.5 0.5
  • Need Class: Need_Learning
  • Developmental Stage Filter: Child
  • Colonists Only: true
  • Major: true
500
Play Babies need to be played with by adults. If they aren't played with, they will become unhappy. 0.5 0.5
  • Need Class: Need_Play
  • Developmental Stage Filter: Baby
  • Colonist And Prisoners Only: true
  • Major: true
550
Energy A reserve of bioelectric energy needed for a mechanoid to function. It can be recharged at a charging station. If it reaches zero, the mech will go into dormant self-charging mode and recharge very slowly. 0.5 0.5
  • Need Class: Need_MechEnergy
  • Show On Need List: true
  • Min Intelligence: ToolUser
  • Player Mechs Only: true
  • Freeze While Sleeping: true
  • Show For Caravan Members: true
  • Major: true
10000

Thoughts

Temp

Tool Capacities

Def Name Label Source
Stab stab Content from Rimworld core game only
Cut cut Content from Rimworld core game only
Blunt blunt Content from Rimworld core game only
Scratch scratch Content from Rimworld core game only
Poke poke Content from Rimworld core game only
Bite bite Content from Rimworld core game only
ToxicBite toxic bite Content from Rimworld core game only
ScratchToxic toxic scratch Content from Rimworld core game only
KickMaterialInEyes kick material in eyes Content from Rimworld core game only
Demolish demolish Content from Rimworld core game only
DemolishDoors demolish doors Content added by the Biotech DLC

Maneuvers

defName requiredCapacity verb logEntryDef combatLogRulesHit combatLogRulesDeflect combatLogRulesMiss combatLogRulesDodge
Slash Cut
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Cut
MeleeAttack Maneuver_Slash_MeleeHit Maneuver_Slash_MeleeDeflect Maneuver_Slash_MeleeMiss Maneuver_Slash_MeleeDodge
Stab Stab
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Stab
MeleeAttack Maneuver_Stab_MeleeHit Maneuver_Stab_MeleeDeflect Maneuver_Stab_MeleeMiss Maneuver_Stab_MeleeDodge
Smash Blunt
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Blunt
MeleeAttack Maneuver_Smash_MeleeHit Maneuver_Smash_MeleeDeflect Maneuver_Smash_MeleeMiss Maneuver_Smash_MeleeDodge
Demolish Demolish
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Demolish
  • ai_IsBuildingDestroyer: true
MeleeAttack Maneuver_Smash_MeleeHit Maneuver_Smash_MeleeDeflect Maneuver_Smash_MeleeMiss Maneuver_Smash_MeleeDodge
Scratch Scratch
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Scratch
MeleeAttack Maneuver_Scratch_MeleeHit Maneuver_Scratch_MeleeDeflect Maneuver_Scratch_MeleeMiss Maneuver_Scratch_MeleeDodge
ScratchToxic ScratchToxic
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: ScratchToxic
MeleeAttack Maneuver_Scratch_MeleeHit Maneuver_Scratch_MeleeDeflect Maneuver_Scratch_MeleeMiss Maneuver_Scratch_MeleeDodge
Poke Poke
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Poke
MeleeAttack Maneuver_Poke_MeleeHit Maneuver_Poke_MeleeDeflect Maneuver_Poke_MeleeMiss Maneuver_Poke_MeleeDodge
Bite Bite
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: Bite
  • commonalityVsEdificeFactor: 0.01
MeleeAttack Maneuver_Bite_MeleeHit Maneuver_Bite_MeleeDeflect Maneuver_Bite_MeleeMiss Maneuver_Bite_MeleeDodge
ToxicBite ToxicBite
  • verbClass: Verb_MeleeAttackDamage
  • meleeDamageDef: ToxicBite
MeleeAttack Maneuver_Bite_MeleeHit Maneuver_Bite_MeleeDeflect Maneuver_Bite_MeleeMiss Maneuver_Bite_MeleeDodge
KickMaterialInEyes KickMaterialInEyes
  • verbClass: Verb_MeleeApplyHediff
  • bodypartTagTarget: SightSource
  • minIntelligence: ToolUser
  • impactFleck: SandInEyes
  • linkedBodyPartsGroup: Feet
SandInEyes Maneuver_KickMaterialInEyes_MeleeHit Maneuver_KickMaterialInEyes_MeleeDeflect Maneuver_KickMaterialInEyes_MeleeMiss Maneuver_KickMaterialInEyes_MeleeDodge

Unsorted

defName RewardStandardMidFreq RewardStandardCore RewardStandardLowFreq RewardStandardQualitySuper RewardStandardHighFreq
Hyperweave - - - -
MedicineUltratech - - - -
VoidsightSerum - - - -
NerveSpiker - - - -
Bow_Recurve - - - -
Luciferium - - - -
MindNumbSerum - - - -
Genepack - - - -
Bow_Great - - - -
VoidSculpture - - - -
MeleeWeapon_Gladius - - - -
Schematic - - - -
TextBook - - - -
Novel - - - -
SculptureSmall - - - -
MeleeWeapon_Spear - - - -
ComponentSpacer - - - -
MetalbloodSerum - - - -
JuggernautSerum - - - -
Mindscrew - - - -
Joywire - - - -
Painstopper - - - -
Harp - - - -
Tome - - - -
Psytrainer_Painblock - - - -
Psytrainer_Stun - - - -
Psytrainer_Burden - - - -
Psytrainer_SolarPinhole - - - -
Psytrainer_WordOfTrust - - - -
Psytrainer_Chunkskip - - - -
MeleeWeapon_LongSword - - - -
Throne - - - -
SculptureLarge - - - -
SculptureTerror - - - -
Apparel_Gunlink - - - -
Telescope - - - -
Gun_HeavySMG - - - -
HandTalon - - - -
ElbowBlade - - - -
KneeSpike - - - -
VenomFangs - - - -
VenomTalon - - - -
MeleeWeapon_Warhammer - - - -
PowerClaw - - - -
Apparel_ShieldBelt - - - -
Apparel_PsyfocusShirt - - - -
Psytrainer_BlindingPulse - - - -
Psytrainer_EntropyDump - - - -
Psytrainer_Waterskip - - - -
Psytrainer_WordOfJoy - - - -
Gun_ChainShotgun - - - -
Harpsichord - - - -
Gun_LMG - - - -
DrillArm - - - -
FieldHand - - - -
Apparel_PackBroadshield - - - -
Apparel_DeadlifePack - - - -
Apparel_PlateArmor - - - -
Gun_AssaultRifle - - - -
Gun_HellcatRifle - - - -
Apparel_PsyfocusHelmet - - - -
Apparel_EltexSkullcap - - - -
Apparel_PsyfocusVest - - - -
Apparel_ShardPsychicShockLance - - - -
Apparel_ArmorHelmetRecon - - - -
ShardAnimalPulser - - - -
Gun_SniperRifle - - - -
Apparel_ShardPsychicInsanityLance - - - -
Gun_Incinerator - - - -
Apparel_PsychicShockLance - - - -
Psytrainer_Beckon - - - -
Psytrainer_VertigoPulse - - - -
Psytrainer_ChaosSkip - - - -
Psytrainer_WordOfLove - - - -
AestheticNose - - - -
PsychicSoothePulser - - - -
ReinforcedBarrel - - - -
Apparel_PsyfocusRobe - - - -
Apparel_PowerArmorHelmet - - - -
Apparel_PackJump - - - -
Apparel_PsychicInsanityLance - - - -
Piano - - - -
PsychicAnimalPulser - - - -
ArchiteCapsule - - - -
Psytrainer_Skip - - - -
Psytrainer_Wallraise - - - -
Psytrainer_Smokepop - - - -
Psytrainer_Focus - - - -
Psytrainer_WordOfSerenity - - - -
Apparel_ArmorHelmetReconPrestige - - - -
Apparel_ArmorHelmetCataphract - - - -
Neurotrainer_Shooting - - - -
Neurotrainer_Melee - - - -
Neurotrainer_Construction - - - -
Neurotrainer_Mining - - - -
Neurotrainer_Cooking - - - -
Neurotrainer_Plants - - - -
Neurotrainer_Animals - - - -
Neurotrainer_Crafting - - - -
Neurotrainer_Artistic - - - -
Neurotrainer_Medicine - - - -
Neurotrainer_Social - - - -
Neurotrainer_Intellectual - - - -
TornadoGenerator - - - -
BiomutationPulser - - - -
GastroAnalyzer - - - -
AestheticShaper - - - -
Apparel_ArmorMarineHelmetPrestige - - - -
Apparel_BiomutationLance - - - -
Psytrainer_Berserk - - - -
Psytrainer_Invisibility - - - -
Psytrainer_Flashstorm - - - -
Psytrainer_WordOfInspiration - - - -
Psytrainer_Farskip - - - -
RoyalBed - - - -
FlatscreenTelevision - - - -
TechprofSubpersonaCore - - - -
Gun_TripleRocket - - - -
Gun_DoomsdayRocket - - - -
DeathrestCapacitySerum - - - -
Psytrainer_BerserkPulse - - - -
Psytrainer_ManhunterPulse - - - -
Psytrainer_MassChaosSkip - - - -
Psytrainer_BulletShield - - - -
Psytrainer_Neuroquake - - - -
Gun_ChargeRifle - - - -
BionicEye - - - -
BionicArm - - - -
BionicLeg - - - -
Neurocalculator - - - -
LearningAssistant - - - -
Immunoenhancer - - - -
Coagulator - - - -
HealingEnhancer - - - -
ToughskinGland - - - -
LoveEnhancer - - - -
DetoxifierStomach - - - -
ReprocessorStomach - - - -
NuclearStomach - - - -
CircadianAssistant - - - -
CircadianHalfCycler - - - -
Apparel_ArmorHelmetCataphractPrestige - - - -
Gun_Minigun - - - -
SculptureGrand - - - -
VanometricPowerCell - - - -
Shell_AntigrainWarhead - - - -
OrbitalTargeterBombardment - - - -
OrbitalTargeterPowerBeam - - - -
Apparel_ArmorHelmetMechCommander - - - -
PsychicEmanator - - - -
MechSerumHealer - - - -
Gun_ChargeLance - - - -
ArmorskinGland - - - -
MegascreenTelevision - - - -
GrandThrone - - - -
InfiniteChemreactor - - - -
Apparel_ArmorRecon - - - -
MechSerumResurrector - - - -
StoneskinGland - - - -
Apparel_ArmorReconPrestige - - - -
MeleeWeapon_MonoSword - - - -
MeleeWeapon_Zeushammer - - - -
MeleeWeapon_PlasmaSword - - - -
MeleeWeapon_PsyfocusStaff - - - -
Apparel_PowerArmor - - - -
Apparel_ArmorLocust - - - -
Apparel_ArmorMarineGrenadier - - - -
Apparel_IntegratorHeadset - - - -
Apparel_ArmorMarinePrestige - - - -
ArchotechEye - - - -
ArchotechArm - - - -
ArchotechLeg - - - -
Apparel_ArmorCataphract - - - -
Apparel_ArmorCataphractPhoenix - - - -
Apparel_ArmorCataphractPrestige - - - -
Apparel_ArmorHelmetMechlordHelmet - - - -
Apparel_MechlordSuit - - - -
defName weightClass ingredients ingredients market value forming cycles total forming time (game days) produced at research required bandwidth cost repair energy cost base health scale move speed average armor melee DPS weapon weapon range weapon DPS weapon accuracy short weapon accuracy medium weapon accuracy long shooter accuracy short shooter accuracy medium shooter accuracy long total accuracy short total accuracy medium total accuracy long special abilities combat power body size
Mech_Lifter Light 50x steel 1x basic subcore $202 1 2 mech gestator basic mechtech 1 0.66 1 2.8 15% 1.4 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.70
Mech_Constructoid Light 50x steel 1x basic subcore $202 1 2 mech gestator basic mechtech 1 0.66 1 3.4 15% 2.0 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.70
Mech_Fabricor Light 100x steel 1x high subcore $1002 1 2 mech gestator high mechtech 1 0.66 1 3.4 15% 1.4 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.70
Mech_Agrihand Light 50x steel 1x basic subcore $202 1 2 mech gestator basic mechtech 1 0.66 1 3.4 15% 2.2 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.70
Mech_Cleansweeper Light 50x steel 1x basic subcore $202 1 2 mech gestator basic mechtech 1 0.66 1 3.4 15% 1.4 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.30
Mech_WarUrchin Light "-" "-" "-" 0 "-" "-" 1 0.66 1.3 4.2 15% 2.0 spiner 6.9 40 30% 40% 95% 61% 36% 20% 18% 14% 19% none 10 0.70
Mech_Paramedic Light 100x steel 1x high subcore $1002 1 2 mech gestator high mechtech 1 0.66 1 3.8 15% 1.4 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 10 0.70
Mech_Militor Light 50x steel 1x basic subcore $202 1 2 mech gestator basic mechtech 1 0.66 1 3.8 15% 2.0 mini-shotgun 12.9 8.3 87% 70% 55% 61% 36% 20% 53% 25% 11% none 45 0.70
Mech_Scorcher Medium 80x steel 32x plasteel 3x component 1x standard subcore $343 2 4 large mech gestator standard mechtech 1 0.33 0.7 4.5 30% 3.2 mini-flameblaster 4.9 0 48% 35% 26% 61% 36% 20% 29% 13% 5.1% none 75 1.00
Mech_Termite_Breach Medium "-" "-" "-" 0 "-" "-" 1 0.33 2.16 2.1 39% 3.6 thump cannon 24.9 9 87% 77% 64% 61% 36% 20% 53% 28% 13% none 110 1.60
Mech_Pikeman Medium 100x steel 40x plasteel 4x component 1x standard subcore $343 2 4 large mech gestator standard mechtech 2 0.33 0.85 2.5 30% 3.2 needle gun 44.9 6 80% 90% 85% 61% 36% 20% 49% 32% 17% none 110 1.00
Mech_Scyther Medium 75x steel 75x plasteel 4x component 1x standard subcore $343 2 4 large mech gestator standard mechtech 2 0.33 1.32 4.7 30% 6.2 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 150 1.00
Mech_Legionary Medium 100x plasteel 6x component 1x high subcore $1041 4 8 large mech gestator ultra mechtech 2 0.33 0.72 4.3 30% 3.2 needle launcher 24.9 6 80% 90% 85% 61% 36% 20% 49% 32% 17% none 150 1.00
Mech_Tesseron Medium 110x plasteel 7x component 1x high subcore $1041 4 8 large mech gestator ultra mechtech 3 0.33 0.72 4.7 30% 3.5 beam graser 24.9 0 70% 65% 55% 61% 36% 20% 43% 23% 11% none 150 1.00
Mech_Lancer Medium 75x steel 75x plasteel 4x component 1x standard subcore $343 2 4 large mech gestator high mechtech 3 0.33 0.72 4.7 30% 3.5 charge lance 29.9 17.6 85% 85% 75% 61% 36% 20% 52% 31% 15% none 180 1.00
Mech_Tunneler Heavy 150x steel 75x plasteel 4x component 1x standard subcore $343 4 8 large mech gestator standard mechtech 3 0.2 1.5 1.9 60% 4.7 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% has shield 250 3.50
Mech_Centurion UltraHeavy 300x steel 200x plasteel 2x advanced component 1x powerfocus chip 1x high subcore $2211 12 24 large mech gestator ultra mechtech 5 0.15 3 1.6 50% 3.7 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% none 250 3.60
Mech_CentipedeBlaster Heavy 255x steel 355x plasteel 8x component 1x high subcore $1043 6 12 large mech gestator ultra mechtech 4 0.2 4.32 1.9 47% 3.7 heavy charge blaster 26.9 113.7 26% 26% 18% 61% 36% 20% 16% 9.4% 3.5% none 400 3.00
Mech_CentipedeGunner Heavy 255x steel 255x plasteel 8x component 1x high subcore $1043 6 12 large mech gestator high mechtech 4 0.2 4.32 1.9 47% 3.7 minigun 30.9 55.6 25% 25% 18% 61% 36% 20% 15% 9% 3.5% none 400 3.00
Mech_CentipedeBurner Heavy 255x steel 255x plasteel 8x component 1x high subcore $1043 6 12 large mech gestator high mechtech 4 0.2 4.32 1.9 47% 3.7 inferno cannon 26.9 8 100% 100% 100% 61% 36% 20% 61% 36% 20% none 400 3.00
Mech_Diabolus UltraHeavy 300x steel 300x plasteel 2x signal chip 1x high subcore $1511 12 24 large mech gestator high mechtech 5 0.15 4.5 2.4 50% 3.8 hellsphere cannon 18.9 106.7 100% 100% 100% 61% 36% 20% 61% 36% 20% none 500 4.00
Mech_Apocriton UltraHeavy "-" "-" "-" 0 "-" "-" 2 0.33 5.2 3.2 58% 2.1 toxic needle gun 44.9 10.6 80% 90% 92% 61% 36% 20% 49% 32% 18% none 600 1.00
Mech_Warqueen UltraHeavy 600x steel 300x plasteel 3x advanced component 1x nano structuring chip 1x high subcore $2711 12 24 large mech gestator ultra mechtech 5 0.15 5.2 1.6 50% 1.2 - "-" 0 0% 0% 0% 61% 36% 20% 0% 0% 0% produces war urchins 600 4.00


  • Thing
    Breach axe
    Club
    Ikwa
    Knife (Jade)
    Spear
    Gladius
    Longsword
    Mace
    Axe
    Warhammer
    Eltex staff
    Monosword (Persona)
    Plasmasword (Persona)
    Zeushammer (Persona)
    Beer
    Elephant tusk
    Thrumbo horn
    Wood
    Greatbow
    Pila
    Recurve bow
    Short bow
    Flamebow
    Nerve spiker
    Assault rifle
    Autopistol
    Bolt-action rifle
    Chain shotgun
    Heavy SMG
    Launcher (EMP, Incendiary, Smoke, Toxbomb)
    LMG
    Machine pistol
    Minigun
    Pump shotgun
    Revolver
    Sniper rifle
    Hellcat rifle
    Incinerator
    Charge lance
    Charge rifle
    Doomsday rocket launcher
    Triple rocket launcher
    EMP grenades
    Frag grenades
    Molotov cocktails
    Tox grenades
    Heavy charge blaster
    Inferno cannon
    Needle gun
    Thump cannon
    Beam graser
    Charge blaster turret
    Hellsphere cannon
    Mini-flameblaster
    Mini-shotgun
    Slugthrower
    Spiner
    Toxic needle gun
    Autocannon
    Mini-turret gun
    Mortar (Weapon)
    Uranium slug cannon
    Auto-mortar
    Inferno cannon (Turret)
    Light charge blaster
    Mini-slugger
    Tactical turret gun
  • Tags

    • weaponTags
      • Artillery
      • Artillery_BaseDestroyer
      • AssaultRifle
      • Autopistol
      • Axe
      • BeamGraserGun
      • Bladelink
      • ChargeBlasterHeavyGun
      • EltexStaff
      • EmpireGrenadeDestructive
      • Flamethrower
      • GrenadeDestructive
      • GrenadeEMP
      • GrenadeFlame
      • GrenadeSmoke
      • GrenadeTox
      • Gun
      • GunHeavy
      • GunSingleUse
      • HeavyTox
      • HellsphereCannonGun
      • IndustrialGunAdvanced
      • InfernoCannonGun
      • LongSword
      • MechanoidGunBreach
      • MechanoidGunHeavy
      • MechanoidGunLongRange
      • MechanoidGunMedium
      • MechanoidGunMiniFlameblaster
      • MechanoidGunNeedleLauncher
      • MechanoidGunShortRange
      • MechanoidGunSlugthrower
      • MechanoidGunSpiner
      • MechanoidGunToxicNeedle
      • MedievalMeleeAdvanced
      • MedievalMeleeBasic
      • MedievalMeleeDecent
      • Minigun
      • Neolithic
      • NeolithicMeleeAdvanced
      • NeolithicMeleeBasic
      • NeolithicMeleeDecent
      • NeolithicMeleeDestructive
      • NeolithicRangedFlame
      • NerveSpiker
      • PumpShotgun
      • Revolver
      • ShortShots
      • SimpleGun
      • SniperRifle
      • SpacerGun
      • Spear
      • TurretGun
      • UltratechMelee

    • weaponClasses
      • LongShots
      • Melee
      • MeleeBlunt
      • MeleePiercer
      • Neolithic
      • Ranged
      • RangedHeavy
      • RangedLight
      • ShortShots
      • Ultratech

    • apparelTags
      • BeltDefensePop
      • BeltDefenseTox
      • Firefighting
      • Horaxian
      • IndustrialAdvanced
      • IndustrialBasic
      • IndustrialMilitaryAdvanced
      • IndustrialMilitaryBasic
      • Neolithic
      • Outlander
      • Royal
      • SpacerMilitary
      • Western

    • tags
      • Bald
      • NoBeard

    • techHediffsTags
      • Advanced
      • AdvancedWeapon
      • Anomaly
      • Ghoul
      • ImplantEmpireCommon
      • Poor
      • Simple
      • PainCauser
      • SubcoreBasic
      • ImplantEmpireRoyal
      • DrillArm
      • FieldHand

    • apparelRequired
      • Apparel_AirwireHeadset
      • Apparel_ArmorCataphract
      • Apparel_ArmorCataphractPrestige
      • Apparel_ArmorHelmetCataphract
      • Apparel_ArmorHelmetCataphractPrestige
      • Apparel_ArmorHelmetRecon
      • Apparel_ArmorRecon
      • Apparel_Bandolier
      • Apparel_BasicShirt
      • Apparel_BowlerHat
      • Apparel_CollarShirt
      • Apparel_CowboyHat
      • Apparel_Duster
      • Apparel_FlakJacket
      • Apparel_FlakPants
      • Apparel_FlakVest
      • Apparel_HatTop
      • Apparel_Jacket
      • Apparel_LabCoat
      • Apparel_PackTox
      • Apparel_Pants
      • Apparel_PlateArmor
      • Apparel_PowerArmor
      • Apparel_PowerArmorHelmet
      • Apparel_Robe
      • Apparel_Sash
      • Apparel_Shadecone
      • Apparel_ShieldBelt
      • Apparel_Tailcap
      • Apparel_TribalHeaddress
      • Apparel_WarMask
      • Apparel_WarVeil

    • styleTags
      • Bald
      • Balding
      • BeardBushy
      • BeardLong
      • BeardPunk
      • BeardRural
      • BeardShort
      • BeardTribal
      • BeardUrban
      • Bushy
      • Cultist
      • Furskin
      • Ghoul
      • HairLong
      • HairShort
      • MoustacheOnly
      • NoTattoo
      • Punk
      • Royalty
      • Rural
      • Shaved
      • Soldier
      • TattoBodyBuddhist
      • TattooBodyCannibal
      • TattooBodyInsect
      • TattooBodyPunk
      • TattooBodyTribal
      • TattooFaceCannibal
      • TattooFacePunk
      • TattooFaceTribal
      • Tribal
      • Urban
      • Wild

    • styleItemTags
      • BeardTribal
      • Cultist
      • NoBeard
      • Punk
      • Royalty
      • Rural
      • Soldier
      • TattooBodyInsect
      • TattooFaceCannibal
      • TattooFaceTribal
      • Tribal
      • Urban
      • Wild

    • disabledWorkTags
      • AllWork
      • Caring
      • Cleaning
      • Commoner
      • Firefighting
      • Intellectual
      • ManualDumb
      • ManualSkilled
      • PlantWork
      • Social
      • Violent

    • targetTags
      • Caravan
      • Map_Misc
      • Map_PlayerHome
      • Map_RaidBeacon
      • Map_TempIncident

    • buildingTags
      • Anomaly
      • Artillery
      • Artillery_BaseDestroyer
      • Bed
      • Biotech
      • MechClusterActivator
      • MechClusterCombatThreat
      • MechClusterMember
      • MechClusterMemberGood
      • MechClusterMemberLamp
      • MechClusterProblemCauser
      • Production
      • RitualFocus
      • RitualSeat
      • Artillery_MannedMortar

    • tradeTags
      • Armor
      • Art
      • Artifact
      • BasicClothing
      • Bionic
      • Clothing
      • Drugs
      • ExoticBuilding
      • ExoticMisc
      • HiTechArmor
      • HoraxArmor
      • HoraxWeapon
      • MortarShell
      • MusicalInstrument
      • PsylinkNeuroformer
      • Serum
      • TechHediff
      • Television
      • UtilitySpecial
      • WeaponMelee
      • WeaponRanged

    • thingSetMakerTags (thingSetMakerTagsToAllow + thingSetMakerTagsToDisallow)
      • AnimalPart
      • ImplantEmpireRoyal
      • RewardNonEmpireFactionsOnly
      • RewardStandardCore
      • RewardStandardHighFreq
      • RewardStandardLowFreq
      • RewardStandardMidFreq
      • RewardStandardQualitySuper
      • SingleUseWeapon
      • SkillNeurotrainer
      • Techprint
      • WeaponBladelink