Difference between revisions of "Deterioration"

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{{Rewrite|reason=Outdated. Cleanup/formatting, full list of deterioration immune items and items that whose market value is not affected.}}
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{{Stub|reason=Full list of deterioration immune items and items that whose market value is not affected.}}
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions.  
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'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions. This deterioration stacks with other forms of damage to the items in question, and can result in the eventual destruction of the item.  
 
 
 
 
(anything that can be hauled by a colonist) [[?|outdoors]], [[roof|unroofed]], [[marsh]], sea, [[shallow water]], swamp, water.  
 
 
 
  
 
== Summary ==
 
== Summary ==
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Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed.  
 
Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed.  
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When an item in [[Stockpile zone|storage]] is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> has deteriorated away in storage.''
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When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> worn by <PAWN NAME> deteriorated away to nothing.''
  
 
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.
 
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.
  
 
=== Deterioration rate ===
 
=== Deterioration rate ===
An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate. Rain greatly affects the deterioration rate. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item.
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{{Stub|section=1|reason= Exact mechanics and numbers}}
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The rate of deterioration is controlled by a number of factors. An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day while left outdoors. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item.
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Other factors can increase this base rate. Being [[roof|unroofed]] in addition to being outdoors, [[weather|rain]], and being placed in [[Terrain|water]] all increase the deterioration rate.
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Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration.
  
 
Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.
 
Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.
  
 
=== Immunity to deterioration ===
 
=== Immunity to deterioration ===
[[Metallic Materials|Metal]] and [[Stony Materials|stone]] are immune to deterioration. However, items crafted from these materials do not carry over that immunity.
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Several items are immune to deterioration. Note that items crafted from these materials do not neccessarily carry over that immunity however.
<br>Other immune items:
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Immune items include:
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* [[Metals]]
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* [[Stone]]
 
* [[AI persona core]]
 
* [[AI persona core]]
 
* [[Artifact]]s
 
* [[Artifact]]s
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=== Effects of deterioration ===
 
=== Effects of deterioration ===
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{{Move|section=1|destination=Market value|reason=This is not unique to deterioration, but to any HP loss. Might be best to leave a summary here and link to [[Market Value]], [[Max Hit Points]], and/or [[Apparel]] as needed for details}}
 
As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.   
 
As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.   
  
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Items that do ''not'' decrease in market value with HP loss include:{{Check Tag|Is this an exhaustive list?}}:
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* Raw resources such as [[stone]], [[wood]], and [[metals]].
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* [[Textiles]].
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* Raw plant matter such as [[hops]], [[psychoid leaves]] and [[smokeleaf leaves]]; and also including [[wort]].
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* Raw animal products such as [[milk]], [[insect jelly]], [[eggs]].
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* [[Meal]]s including [[pemmican]] and [[kibble]].
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* [[Drug]]s
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* [[Medicine]] (including [[neutroamine]])
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* [[Component]]s and [[Advanced component]]s
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* [[Chemfuel]]
  
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If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.
  
In the base game, this includes: all drugs, meals (including Pemmican and Kibble), medicine, raw plant matter (ex. Hops, Hay, Corn), raw animal products (ex. Milk, Insect Jelly, eggs), textiles (all leathers, wools, and cloths/threads), as well as Wort, Industrial and Advanced Components, Neutroamine, Chemfuel, and most/all of the basic resources (Wood, Jade, Steel, Uranium, Plasteel, Silver, Gold).
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The only other effect of HP loss is the effect on [[mood]] of a pawn using a damaged item. A [[human]] wearing ''any'' apparel with hit points 50% or below will get the {{--|3}} [[thought]] ''[[Mood#Ratty apparel|Ratty Apparel]]''. If ''any'' worn item is below 25%, the thought will worsen to a {{--|5}} ''[[Mood#Tattered apparel|Tattered Apparel]]''. Compare them with {{--|6}} ''[[Mood#Naked|Naked]]'' thought. A pawn does not receive negative thoughts for using deteriorated weapons.
 
 
:* If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.
 
 
 
 
 
Other than market value, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, [[nutrition]], [[flammability]], [[beauty]], [[comfort]], medical potency or [[quality]], etc.  In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value.
 
 
 
== Items that do not deteriorate ==
 
 
 
 
 
 
 
;Special notes:
 
 
 
 
 
 
 
 
:: In the base game, items that do ''not'' deteriorate include{{Check Tag|Is this an exhaustive list?}}:
 
::* raw resources (stone blocks, wood, steel, silver, etc.)
 
::* [[textiles]] (cloth, leathers, wools)
 
::* plant matter (hops, psychoid and smokeleaf leaves; and also including [[wort]])
 
::* raw animal products* (e.g. milk, [[insect jelly]], eggs)
 
::* [[meal]]s (including [[pemmican]] and [[kibble]])*
 
::* [[drug]]s and [[medicine]] (including [[neutroamine]])
 
::* components / advanced components
 
::* [[chemfuel]]
 
::: (* food and meals (but not kibble or insect jelly) are still subject to spoilage)
 
 
 
:* If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' of its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.
 
 
 
 
 
 
 
 
 
A [[shelf]] protects any item.
 
 
 
Mountains have an indestructible roof making them well-suited to protect perishable items (but can be prone to [[roof]] collapses, destroying everything underneath).
 
 
 
* A colonist does not receive negative thoughts for using deteriorated weapons.
 
 
 
 
 
* Deteriorated ingredients do not influence a finished product made from those ingredients in any way.
 
 
 
* Artillery shells that deteriorate to 0 hit points will explode.
 
 
 
 
 
 
 
== Impact on human's mood ==
 
{{main|Mood}}
 
  
: A [[human]] wearing ''any'' apparel with hit points 50% or below will get the -3 [[thought]] ''[[Mood#Ratty apparel|Ratty Apparel]]''.
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Other than market value, potential mood effects, and hastening the item's destruction, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, [[nutrition]], [[flammability]], [[beauty]], [[comfort]], medical potency or [[quality]], etc.  In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value or chance of success.
: If ''any'' worn item is below 25%, the thought will worsen to a -5 ''[[Mood#Tattered apparel|Tattered Apparel]]''.
 
: Compare them with -6 ''[[Mood#Naked|Naked]]'' thought.
 
  
 
== Version history==
 
== Version history==
 
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.
 
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 02:33, 20 October 2022

Deterioration is the gradual loss of the Hit Points of certain items due to its storage conditions. This deterioration stacks with other forms of damage to the items in question, and can result in the eventual destruction of the item.

Summary

Deterioration is the gradual loss of the Hit Points applied to a susceptible item that is not placed in a safe place. An item is anything that can be hauled by a pawn, and susceptible items include clothing, armor, weapons, and most resources.

Deterioration is akin to an item taking damage from projectiles, explosions, or fire since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed.

When an item in storage is destroyed by deterioriation a pop-up message will display saying: <ITEM NAME> has deteriorated away in storage. When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: <ITEM NAME> worn by <PAWN NAME> deteriorated away to nothing.

Deterioration and the spoilage of food and corpses due to temperature are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.

Deterioration rate

The rate of deterioration is controlled by a number of factors. An item's deterioration rate specifies how many hit points are lost per day while left outdoors. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate. For items with the quality stat, a high-quality item will have a lower deterioration rate than a poor quality item.

Other factors can increase this base rate. Being unroofed in addition to being outdoors, rain, and being placed in water all increase the deterioration rate.

Items placed in a shelf do not deteriorate even when otherwise in conditions that would cause deterioration.

Deterioration is also applied to apparel, both clothing and armor, when worn. Equipped weapons and utility items do not deteriorate.

Immunity to deterioration

Several items are immune to deterioration. Note that items crafted from these materials do not neccessarily carry over that immunity however.

Immune items include:

Effects of deterioration

As an item loses hit points, it may also lose its market value. This only applies to items which have not been configured to ignore health when determining price. The XML tag for this is healthAffectsPrice, which defaults to true if not explicitly set in the def or a parent of the def. This is set, for most items, in the base definition from which the item inherits its properties.

Items that do not decrease in market value with HP loss include:[Is this an exhaustive list?]:

If an item loses value with hit points, it loses that value very quickly. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses 4% if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.

The only other effect of HP loss is the effect on mood of a pawn using a damaged item. A human wearing any apparel with hit points 50% or below will get the −3 thought Ratty Apparel. If any worn item is below 25%, the thought will worsen to a −5 Tattered Apparel. Compare them with −6 Naked thought. A pawn does not receive negative thoughts for using deteriorated weapons.

Other than market value, potential mood effects, and hastening the item's destruction, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, nutrition, flammability, beauty, comfort, medical potency or quality, etc. In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value or chance of success.

Version history

  • ? - Deterioration no longer lowers the effectiveness of weapons and armors.