Difference between revisions of "Deterioration Rate"
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| def name = DeteriorationRate | | def name = DeteriorationRate | ||
| label = deterioration rate | | label = deterioration rate | ||
− | | description = The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points per day. | + | | description = The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points per day.<br/>Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. |
| default base value = 0 | | default base value = 0 | ||
| min value = 0 | | min value = 0 |
Latest revision as of 06:36, 23 October 2024
This page is under construction. Information may be incomplete or incorrect, and the page may not be of the quality required for general use. Assistance is: Accepted |
Deterioration Rate is a stat: The rate at which this item deteriorates when left outside, in average hit points per day.
Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. Its minimum allowed value is 0 / day. Its default value is 0 / day.
Base Values[edit]
Factors[edit]
The following factors are applied to base deterioration rate in order of appearance. Genepacks exclusively do not deteriorate from environmental effects, which is likely to account for their constant deterioration rate when outside of gene banks .
Quality[edit]
For items that have quality:
Quality | Factor |
---|---|
Awful | ×200% |
Poor | ×150% |
Normal | ×100% |
Good | ×80% |
Excellent | ×60% |
Masterwork | ×30% |
Legendary | ×10% |
- Quality multiplier: x200%
- Quality multiplier: x150%
- Quality multiplier: x100%
- Quality multiplier: x80%
- Quality multiplier: x60%
- Quality multiplier: x30%
- Quality multiplier: x10%
Environmental Effects[edit]
- Deteriorate From Environmental Effects:
- Genepack : false
- Unroofed Factor Offset: +50%
- Outdoors Factor Offset: +50%
- Extra Deterioration Factor (Terrain):
- Water: +300%
- Rain Rate: ×100% ~ ×500%
- Prevent Deterioration On Top (Buildings):
- Shelf: true
- Small shelf: true
- Bookcase: true
- Small bookcase: true
- Protected By Edifice Factor: ×0%
- Unroofed: +50%
- Outdoors: +50%
- Deep water: +300%
- Deep ocean water: +300%
- Chest-deep moving water: +300%
- Shallow water: +300%
- Shallow ocean water: +300%
- Shallow moving water: +300%
- Marsh: +300%
- Raining: x100% ~ x500%
- Protected: x0%
Pollution[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Applies to items that deteriorate from environmental effects within polluted cells.
Multiplier for pollution: x150%
Noxious Haze[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Applies to unroofed items that deteriorate from environmental effects when the Acidic smog game condition is active and when toxic fallout is not, which suppresses its effects. This means that deterioration rate can only be affected by one or the other at a time, not both.
Multiplier for acidic smog: x300%
Toxic Fallout[edit]
Applies to unroofed items that deteriorate from environmental effects when the Toxic fallout game condition is active.
Multiplier for toxic fallout: x300%
Near Harbinger Tree[edit]
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Applies to items being consumed by a harbinger tree.
Multiplier for harbinger tree: x200%
Shambler Corpse[edit]
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Applies to corpses with the shambler corpse hediff.
Multiplier for shambler corpse: x500%
Calculating Deterioration Rate[edit]
All of these factors combined result in:
Final Deterioration Rate = (Base Deterioration Rate + Unroofed + Outdoors + In Water) × Rain Rate × Protected × exposed to Pollution × exposed to Acidic smog or Toxic fallout × being consumed by a Harbinger tree × is a Shambler corpse
Which results in an effective maximum of:
Final Deterioration Rate = (Base Deterioration Rate + 0.5 + 0.5 + 3) × 5 × 1.5 × 3 × 2 × 5
Final Deterioration Rate = (Base Deterioration Rate + 4) × 225
Stat Def Data[edit]
Version history[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General Version history. |