DefName Label Label For Full Stat List Offset Label
Description
Category
Parameters
Complex Parameters
Display Priority In Category
Def Name: MaxHitPoints
Label: max hit points
The maximum hit points of an object.
This represents how much damage it can take before being destroyed.
Display Order: 2
Def Name: BasicsNonPawnImportant
Label: Basics
Display All By Default: false
Default Base Value: 100%
Min Value: 100%
Round Value:true
To String Style: Integer
Round To Five Over: 200
Show Non Abstract:true
Scenario Randomizable:true
Show On Pawns:false
-
99997
Def Name: Mass
Label: mass
The physical mass of an object.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 100%
Min Value: 0%
To String Style: FloatTwoOrThree
Format String: {0} kg
Minified Thing Inherits:true
Show On Unhaulables:false
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_GearAndInventoryMass
StatPart_UnfinishedThingIngredientsMass
StatPart_AddedBodyPartsMass
1500
Def Name: 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.
Display Order: 1
Def Name: BasicsImportant
Label: Basics
Display All By Default: true
Worker Class: StatWorker_MarketValue
Min Value: 0%
To String Style: Money
Round To Five Over: 200
Minified Thing Inherits: true
Show On Untradeables: false
Scenario Randomizable: true
StatParts:
StatPart_Quality:
Factor Awful: 50%
Factor Poor: 75%
Factor Normal: 100%
Factor Good: 125%
Max Gain Good: +500
Factor Excellent: 150%
Max Gain Excellent: +1000
Factor Masterwork: 250%
Max Gain Masterwork: +2000
Factor Legendary: 500%
Max Gain Legendary: +3000
StatPart_WornByCorpse
StatPart_IsCorpseFresh
StatPart_WeaponTraitsMarketValueOffset
StatPart_Biocoded
StatPart_ReloadMarketValue
StatPart_Genes
Parts:
StatPart_Health:
Curve:
Points:
(0.0, 0.0)
(0.5, 0.1)
(0.6, 0.5)
(0.9, 1.0)
StatPart_Age:
Use Biological Years: true
Humanlike Only: true
Curve:
Points:
(3,0.5)
(13,0.9)
(18,1)
2510
Def Name: MarketValueIgnoreHp
Label: market value ignoring hitpoints
-
Display Order: 1
Def Name: BasicsImportant
Label: Basics
Display All By Default: true
Worker Class: StatWorker_MarketValue
Min Value: 0%
To String Style: Money
Round To Five Over: 200
Minified Thing Inherits: true
Show On Untradeables: false
Scenario Randomizable: true
Always Hide:true
StatParts:
StatPart_Quality:
Factor Awful: 50%
Factor Poor: 75%
Factor Normal: 100%
Factor Good: 125%
Max Gain Good: +500
Factor Excellent: 150%
Max Gain Excellent: +1000
Factor Masterwork: 250%
Max Gain Masterwork: +2000
Factor Legendary: 500%
Max Gain Legendary: +3000
StatPart_WornByCorpse
StatPart_IsCorpseFresh
StatPart_WeaponTraitsMarketValueOffset
StatPart_Biocoded
StatPart_ReloadMarketValue
StatPart_Genes
2510
Def Name: SellPriceFactor
Label: sell price multiplier
A multiplier on the price at which you can sell items.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Show If Undefined:false
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show On Untradeables:false
-
2509
Def Name: RoyalFavorValue
Label: honor value
The amount of honor your trader will earn for giving this to a tribute collector.
Display Order: 1
Def Name: BasicsImportant
Label: Basics
Display All By Default: true
Default Base Value: 0%
Min Value: 0%
To String Style: FloatMaxThree
Show If Undefined:false
Show If Mods Loaded:
Royalty
-
2508
Def Name: Flammability
Label: flammability
How easily an object catches fire and how quickly a fire will grow as it burns.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 0%
Min Value: 0%
Max Value: 2
To String Style: PercentZero
Scenario Randomizable:true
Minified Thing Inherits:true
-
3000
Def Name: WorkToMake
Label: work to make
The base amount of work it takes to make an item, once all materials are gathered.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 100%
Min Value: 0%
To String Style: WorkAmount
Round To Five Over: 300
Show If Undefined:false
Scenario Randomizable:true
-
3100
Def Name: 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.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Show If Undefined:false
Default Base Value: 0%
Min Value: 0%
To String Style: FloatTwo
Format String: {0} / day
Scenario Randomizable:true
Parts:
StatPart_Quality:
Factor Awful: 200%
Factor Poor: 150%
Factor Normal: 100%
Factor Good: 80%
Factor Excellent: 60%
Factor Masterwork: 30%
Factor Legendary: 10%
StatPart_EnvironmentalEffects:
Factor Offset Unroofed: +50%
Factor Offset Outdoors: +50%
Protected By Edifice Factor: 0%
StatPart_Pollution:
Multiplier: 150%
StatPart_NoxiousHaze:
Multiplier: 300%
StatPart_ToxicFallout:
Multiplier: 300%
StatPart_NearHarbingerTree:
Multiplier: 200%
StatPart_ShamblerCorpse:
Multiplier: 500%
2500
Def Name: Beauty
Label: beauty
How enjoyable an object is to look at.
Beautiful objects fulfill characters' need for beauty.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 0%
Min Value: -100000%
Hide At Value: 0%
Round Value:true
To String Style: Integer
Round To Five Over: 100
Apply Factors If Negative:false
Parts:
StatPart_Quality:
Factor Awful: −10%
Factor Poor: 50%
Factor Normal: 100%
Factor Good: 200%
Factor Excellent: 300%
Factor Masterwork: 500%
Factor Legendary: 800%
StatPart_ContentsBeauty
3000
Def Name: BeautyOutdoors
Label: outdoor beauty
How enjoyable something is to look at if it's outside.
Beautiful objects fulfill peoples' need for beauty.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 0%
Min Value: -100000%
Hide At Value: 0%
Round Value:true
To String Style: Integer
Round To Five Over: 100
Apply Factors If Negative:false
Parts:
StatPart_Quality:
Factor Awful: −10%
Factor Poor: 50%
Factor Normal: 100%
Factor Good: 200%
Factor Excellent: 300%
Factor Masterwork: 500%
Factor Legendary: 800%
StatPart_ContentsBeauty
3000
Def Name: Cleanliness
Label: cleanliness
How much an object contributes to an area's cleanliness score.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 0%
Max Value: 1000
Min Value: -100000%
Hide At Value: 0%
To String Style: FloatOne
Apply Factors If Negative:false
-
3000
Def Name: Comfort
Label: comfort
How comfortable an object is to sit or lay on.
Using comfortable objects fulfills a character's need for comfort.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Show If Undefined:false
Default Base Value: 0%
Max Value: 1000
Min Value: -100000%
To String Style: FloatTwo
Apply Factors If Negative:false
Parts:
StatPart_Quality:
Factor Awful: 76%
Factor Poor: 88%
Factor Normal: 100%
Factor Good: 112%
Factor Excellent: 124%
Factor Masterwork: 145%
Factor Legendary: 170%
3000
Def Name: Nutrition
Label: nutrition
How nutritious this food is.
Display Order: 2
Def Name: BasicsNonPawnImportant
Label: Basics
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Show If Undefined:false
To String Style: FloatTwo
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_PlantGrowthNutritionFactor
StatPart_IsFlesh
StatPart_IsCorpseFresh
3000
Def Name: FoodPoisonChanceFixedHuman
Label: food poison chance
Label For Full Stat List: food poison chance (food stat)
The chance this food will cause food poisoning.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
To String Style: PercentZero
Parts:
StatPart_MaxChanceIfRotting
4000
Def Name: ShootingAccuracyTurret
Label: shooting accuracy
Label For Full Stat List: 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.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Worker Class: StatWorker_ShootingAccuracy
Default Base Value: 96%
To String Style: PercentOne
To String Style Unfinalized: FloatOne
Show If Undefined:false
-
4000
Def Name: 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.
Display Order: 2
Def Name: BasicsNonPawnImportant
Label: Basics
Display All By Default: false
Default Base Value: 0%
Min Value: 20%
To String Style: PercentZero
Show If Undefined:false
-
4000
Def Name: 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.
Display Order: 2
Def Name: BasicsNonPawnImportant
Label: Basics
Display All By Default: false
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show If Undefined:false
-
4010
Def Name: ConstructionSpeedFactor
Label: construction speed
Label For Full Stat List: 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.
Display Order: 12
Def Name: BasicsNonPawn
Label: Basics
Display All By Default: false
Default Base Value: 100%
Min Value: 10%
To String Style: PercentZero
Hide At Value: 100%
-
2500
Def Name: 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.
Display Order: 13
Def Name: Meditation
Label: Meditation
Display All By Default: true
Format String: {0} / day
Format String Unfinalized: {0} / day
To String Style: PercentZero
Show If Mods Loaded Any: Royalty
Worker Class: StatWorker_PossibleCompOffsets
Default Base Value: 0%
Min Value: 0%
Show If Undefined:false
Show Zero Base Value:true
-
4010
Def Name: PsychicSensitivityOffset
Label: psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 0%
To String Style: PercentZero
Show On Animals:false
Show If Undefined:false
Show On Pawns:false
Cacheable:true
Parts:
StatPart_Quality:
Factor Awful: 50%
Factor Poor: 66%
Factor Normal: 83%
Factor Good: 100%
Factor Excellent: 116%
Factor Masterwork: 132%
Factor Legendary: 150%
apply To Negative Values: true
3500
Def Name: PsychicSensitivityFactor
Label: psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 100%
Hide At Value: 100%
To String Style: PercentZero
Show On Animals:false
Show If Undefined:false
Show On Pawns:false
-
3500
Def Name: PsychicEntropyMaxOffset
Label: neural heat limit offset
An offset applied to the user's neural heat limit.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 0%
Hide At Value: 0%
To String Style: FloatOne
Show On Animals:false
Show If Undefined:false
Show On Pawns:false
Show If Mods Loaded:
Royalty
Show If Mods Loaded Any:
Royalty
Biotech
3525
Def Name: PsychicEntropyRecoveryRateOffset
Label: neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
Display Order: 10
Def Name: Basics
Label: Basics
Display All By Default: true
Default Base Value: 0%
Hide At Value: 0%
Format String: {0}/s
To String Style: FloatTwo
Show On Animals:false
Show If Undefined:false
Show On Pawns:false
Show If Mods Loaded Any:
Royalty
Biotech
3550
Def Name: 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.
Display Order: 13
Def Name: Terrain
Label: terrain
Display All By Default: false
Default Base Value: 100%
Min Value: 0%
Show On Pawns:false
To String Style: PercentZero
-
-
Def Name: CleaningTimeFactor
Label: cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
Display Order: 13
Def Name: Terrain
Label: terrain
Display All By Default: false
Default Base Value: 100%
Min Value: 0.1%
Show On Pawns:false
To String Style: PercentZero
-
-
Def Name: StuffEffectMultiplierArmor
Label: Armor - Material effect multiplier
-
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Always Hide:true
-
1
Def Name: StuffEffectMultiplierInsulation_Cold
Label: Insulation - Cold - Material effect multiplier
-
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Always Hide:true
-
2
Def Name: StuffEffectMultiplierInsulation_Heat
Label: Insulation - Heat - Material effect multiplier
-
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Always Hide:true
-
3
Def Name: ArmorRating_Sharp
Label: Armor - Sharp
Label For Full Stat List: 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.
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Max Value: 200%
To String Style: PercentOne
StatParts:
StatPart_Quality:
Factor Awful: 60%
Factor Poor: 80%
Factor Normal: 100%
Factor Good: 115%
Factor Excellent: 130%
Factor Masterwork: 145%
Factor Legendary: 180%
Parts:
StatPart_Stuff:
Priority: 100
Stuff Power Stat: StuffPower_Armor_Sharp
Multiplier Stat: StuffEffectMultiplierArmor
100
Def Name: ArmorRating_Blunt
Label: Armor - Blunt
Label For Full Stat List: 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.
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Max Value: 200%
To String Style: PercentOne
StatParts:
StatPart_Quality:
Factor Awful: 60%
Factor Poor: 80%
Factor Normal: 100%
Factor Good: 115%
Factor Excellent: 130%
Factor Masterwork: 145%
Factor Legendary: 180%
Parts:
StatPart_Stuff:
Priority: 100
Stuff Power Stat: StuffPower_Armor_Blunt
Multiplier Stat: StuffEffectMultiplierArmor
99
Def Name: ArmorRating_Heat
Label: Armor - Heat
Label For Full Stat List: 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.
Display Order: 30
Def Name: Apparel
Label: Apparel
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Max Value: 200%
To String Style: PercentOne
StatParts:
StatPart_Quality:
Factor Awful: 60%
Factor Poor: 80%
Factor Normal: 100%
Factor Good: 115%
Factor Excellent: 130%
Factor Masterwork: 145%
Factor Legendary: 180%
Parts:
StatPart_Stuff:
Priority: 100
Stuff Power Stat: StuffPower_Armor_Heat
Multiplier Stat: StuffEffectMultiplierArmor
98
Def Name: Insulation_Cold
Label: Insulation - Cold
Label For Full Stat List: Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.
Greater values allow surviving in colder temperatures.
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.
The minimum psylink level required to use this ability.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
Show If Mods Loaded:
Royalty
1005
Def Name: Ability_CastingTime
Label: casting time
How long it takes to perform this ability.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 100%
Min Value: 0%
Format String: {0} s
To String Style: FloatOne
Show If Undefined:false
Show If Mods Loaded:
Royalty
1004
Def Name: Ability_EntropyGain
Label: neural heat gain
How much neural heat will be added as a result of performing this ability.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 500%
Min Value: 0%
Show If Undefined:false
Show If Mods Loaded:
Royalty
1003
Def Name: Ability_PsyfocusCost
Label: psyfocus cost
How much psyfocus must be spent to perform this ability.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Worker Class: StatWorker_PsyfocusCost
To String Style: PercentOne
Default Base Value: 0%
Min Value: 0%
Show If Undefined:false
Show If Mods Loaded:
Royalty
1002
Def Name: Ability_Range
Label: range
The maximum distance to a target of this ability, or to the center of the target location.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 2500%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
1001
Def Name: Ability_Duration
Label: duration
How long the effects of this ability last.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Format String: {0} s
Show If Undefined:false
-
999
Def Name: Ability_EffectRadius
Label: effect radius
The radius of the area of effect of this ability.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
998
Def Name: Ability_GoodwillImpact
Label: goodwill impact
How casting this ability on someone will impact relations with their faction.
Display Order: 60
Def Name: Ability
Label: Ability
Display All By Default: false
Default Base Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
997
Def Name: 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.
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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Default Base Value: 35%
Min Value: 1%
Max Value: 0.50
To String Style: PercentZero
Show On Animals:false
Show On Mechanoids:false
Show On Entities:false
Scenario Randomizable:true
-
2000
Def Name: 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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Min Value: 0%
Scenario Randomizable:true
Cacheable:true
Parts:
StatPart_GearStatOffset:
Apparel Stat: PsychicSensitivityOffset
Include Weapon: true
StatPart_GearStatFactor:
Apparel Stat: PsychicSensitivityFactor
Include Weapon: true
StatPart_SightPsychicSensitivityOffset
StatPart_BlindPsychicSensitivityOffset
3500
Def Name: ToxicResistance
Label: toxic resistance
How well this creature resists toxic buildup.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Default Base Value: 0%
Hide At Value: 0%
Max Value: 1
To String Style: PercentZero
-
3451
Def Name: GlobalLearningFactor
Label: global learning factor
A multiplier on the learning rate for all skills.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Hide At Value: 100%
Min Value: 0%
Scenario Randomizable:true
-
3500
Def Name: BedHungerRateFactor
Label: bed hunger rate multiplier
-
-
Always Hide:true
Min Value: 0%
To String Style: PercentZero
Default Base Value: 100%
-
-
Def Name: RestRateMultiplier
Label: rest rate multiplier
A multiplier on how quickly a creature rests while sleeping.
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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Worker Class: StatWorker_MeatAmount
Default Base Value: 14000%
Min Value: 0%
Show On Mechanoids:false
To String Style: Integer
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_NotCarefullySlaughtered:
Factor: 66%
StatPart_Difficulty_ButcherYield
StatPart_Malnutrition:
Curve:
Points:
(0, 1)
(1, 0.4)
Post Process Curve:
Points:
(0,0)
(5,14)
(40,40)
(100000,100000)
3552
Def Name: 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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Worker Class: StatWorker_LeatherAmount
Default Base Value: 0%
Min Value: 0%
To String Style: Integer
Hide At Value: 0%
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_NotCarefullySlaughtered:
Factor: 66%
Post Process Curve:
Points:
(0,0)
(5,14)
(40,40)
(100000,100000)
3551
Def Name: MinimumHandlingSkill
Label: minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Worker Class: StatWorker_MinimumHandlingSkill
Default Base Value: 0%
Min Value: 0%
Round Value:true
To String Style: Integer
Show On Mechanoids:false
Show On Entities:false
Show On Non Wild Man Humanlikes:false
Parts:
StatPart_WildManOffset:
Offset: +7
1500
Def Name: PainShockThreshold
Label: pain shock threshold
The pain level at which this creature is downed from pain.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Min Value: 1%
Max Value: 0.99
Default Base Value: 80%
To String Style: PercentZero
Show On Mechanoids:false
-
2000
Def Name: ForagedNutritionPerDay
Label: foraged food amount
The amount of nutrition this person will automatically forage per day while traveling by caravan.
It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Show On Mechanoids:false
Show On Entities:false
Default Base Value: 100%
Min Value: 0%
To String Style: FloatOne
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2205
Def Name: AnimalsLearningFactor
Label: animals learning factor
A multiplier on the learning rate for animals skill.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Hide At Value: 100%
Min Value: 0%
Scenario Randomizable:true
-
3500
Def Name: 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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Worker Class: StatWorker_CaravanRidingSpeedFactor
Show If Undefined:false
Default Base Value: 100%
To String Style: PercentZero
Min Value: 100%
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2203
Def Name: MaxNutrition
Label: max nutrition
The amount of nutrition needed to completely fill this creature's stomach.
Default Base Value: 100%
Hide At Value: 100%
Min Value: 1%
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
To String Style: FloatMaxTwo
Show On Mechanoids:false
Show On Entities:false
Cacheable:true
Parts:
StatPart_BodySize
StatPart_LifeStageMaxFood
2501
Def Name: 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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 1%
Show On Animals:false
Show On Mechanoids:false
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2000
Def Name: MeditationFocusGain,
Label: meditation psyfocus gain
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
Format String: {0} / day
Format String Unfinalized: {0} / day
To String Style: PercentZero
Show If Mods Loaded Any: Royalty
Default Base Value: 50%
Min Value: 0%
Show On Animals:false
Show On Mechanoids:false
Show On Entities:false
Show If Mods Loaded Any:
Biotech
4010
Def Name: PsychicEntropyMax
Label: neural heat limit
The maximum amount of neural heat individual can tolerate safely.
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.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
To String Style: PercentZero
Default Base Value: 0%
Min Value: 0%
Max Value: 1
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3450
Def Name: RestFallRateFactor
Label: sleep fall rate
A multiplier on the speed that a person's sleep need falls.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0.01%
Show On Animals:false
-
-
Def Name: 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.
Display Order: 13
Def Name: Mechanoid
Label: Mechanoid
Display All By Default: true
May Require Any Of:
Biotech
Anomaly
Show On Animals: false
Show On Humanlikes: false
Show On Mechanoids: true
Default Base Value: 0%
Min Value: 0%
To String Style: PercentZero
Show If Undefined:false
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2030
Def Name: JoyFallRateFactor
Label: recreation fall rate
A multiplier on the speed that a person's recreation need falls.
Display Order: 11
Def Name: BasicsPawn
Label: Basics
Display All By Default: false
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0.01%
Show On Animals:false
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-
Def Name: WorkSpeedGlobal
Label: global work speed
A multiplier on a character's speed at doing any kind of work.
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.
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.