Difference between revisions of "Moving"
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(→Offsets: Psychite withdrawal) |
(→Factors: Effective max for consciousness is 140%) |
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=== Factors === | === Factors === | ||
The following factors affect {{PAGENAME}}. | The following factors affect {{PAGENAME}}. | ||
− | * [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max | + | * [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max (effectively 140%). |
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively 190%). | * [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively 190%). | ||
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively 110%). | * [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively 110%). |
Revision as of 16:19, 23 November 2021
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Moving is a pawn capacity: How well a character can move around. Directly affected by consciousness.
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Hunting Stealth | Stat | 1 | - | This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. |
Melee Dodge Chance | Stat | 18 | - | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Move Speed | Stat | 1 | - | Speed of movement in cells per second. |
Factors
Pawns need a Moving capacity of at least 15% in order to move.
Factors
The following factors affect Moving.
- Consciousness: 100% importance, no allowed defect. No Max (effectively 140%).
- Blood Pumping: 20% importance, no allowed defect. No Max (effectively 190%).
- Breathing: 20% importance, no allowed defect. No Max (effectively 110%).
- Leg part efficiency: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
- Peg leg: 60% part efficiency resulting in −20% Moving.
- Bionic leg: 125% part efficiency resulting in +12.5% Moving.
- Archotech leg: 150% part efficiency resulting in +25% Moving.
- Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
- Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
- Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
- Wooden foot: 80% part efficiency resulting in −10% Moving.
- Toes part efficiency: Every toe missing results in −4% Moving. No Max (effectively 100%).
- Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
- Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
- Cryptosleep sickness: x90%
- Food poisoning
- Recovering and Initial: x80%
- Major: x50%
- Resurrection sickness: x10%
Offsets
- Beer
- Tipsy: −5%
- Drunk and Hammered: −10%
- Withdrawal: −30%
- Go-juice
- High: +50%
- Withdrawal: −50%
- Luciferium high: +5%
- Yayo high: +15%
- Psychite withdrawal (Flake/Yayo/Psychite tea): −20%
- Smokeleaf
- High: −10%
- Withdrawal: −15%
- Wake-up
- High: +10%
- Withdrawal: −20%
- Anesthetic
- Wearing off: −5%
- Woozy: −20%
- Pregnancy
- Middle-stage: −15%
- Late-stage: −30%
- Heatstroke
- Minor: −10%
- Serious: −30%
- Hypothermia
- Minor: −10%
- Serious: −30%
- Hypothermic slowdown
- Minor: −8%
- Moderate: −20%
- Serious: −40%
- Bad back: −30%
- Frail: −30%
- Muscle parasites: −30%
- Fibrous mechanites: +50%
- Cirrhosis: −10%
- Power claw: −8%
- Fast mover persona trait : +15%