Difference between revisions of "User:JuliaCat/data"

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== Needs ==
 
== Needs ==
 
 
<!--
 
<!--
// Token: 0x04003537 RID: 13623
 
 
public Type needClass;
 
public Type needClass;
  
// Token: 0x04003538 RID: 13624
 
 
public Intelligence minIntelligence;
 
public Intelligence minIntelligence;
  
// Token: 0x04003539 RID: 13625
 
 
public bool colonistAndPrisonersOnly;
 
public bool colonistAndPrisonersOnly;
  
// Token: 0x0400353A RID: 13626
 
 
public bool playerMechsOnly;
 
public bool playerMechsOnly;
  
// Token: 0x0400353B RID: 13627
 
 
public bool colonistsOnly;
 
public bool colonistsOnly;
  
// Token: 0x0400353C RID: 13628
 
 
public bool slavesOnly;
 
public bool slavesOnly;
  
// Token: 0x0400353D RID: 13629
 
 
public bool onlyIfCausedByHediff;
 
public bool onlyIfCausedByHediff;
  
// Token: 0x0400353E RID: 13630
 
 
public bool onlyIfCausedByGene;
 
public bool onlyIfCausedByGene;
  
// Token: 0x0400353F RID: 13631
 
 
public bool onlyIfCausedByTrait;
 
public bool onlyIfCausedByTrait;
  
// Token: 0x04003540 RID: 13632
 
 
public bool neverOnPrisoner;
 
public bool neverOnPrisoner;
  
// Token: 0x04003541 RID: 13633
 
 
public bool neverOnSlave;
 
public bool neverOnSlave;
  
// Token: 0x04003542 RID: 13634
 
 
public List<RoyalTitleDef> titleRequiredAny;
 
public List<RoyalTitleDef> titleRequiredAny;
  
// Token: 0x04003543 RID: 13635
 
 
public List<HediffDef> hediffRequiredAny;
 
public List<HediffDef> hediffRequiredAny;
  
// Token: 0x04003544 RID: 13636
 
 
public List<PreceptDef> nullifyingPrecepts;
 
public List<PreceptDef> nullifyingPrecepts;
  
// Token: 0x04003545 RID: 13637
 
 
public List<CompProperties> requiredComps;
 
public List<CompProperties> requiredComps;
  
// Token: 0x04003546 RID: 13638
 
 
public DevelopmentalStage developmentalStageFilter = DevelopmentalStage.Child | DevelopmentalStage.Adult;
 
public DevelopmentalStage developmentalStageFilter = DevelopmentalStage.Child | DevelopmentalStage.Adult;
  
// Token: 0x04003547 RID: 13639
 
 
public bool showOnNeedList = true;
 
public bool showOnNeedList = true;
  
// Token: 0x04003548 RID: 13640
 
 
public float baseLevel = 0.5f;
 
public float baseLevel = 0.5f;
  
// Token: 0x04003549 RID: 13641
 
 
public bool major;
 
public bool major;
  
// Token: 0x0400354A RID: 13642
 
 
public int listPriority;
 
public int listPriority;
  
// Token: 0x0400354B RID: 13643
 
 
[NoTranslate]
 
[NoTranslate]
 
public string tutorHighlightTag;
 
public string tutorHighlightTag;
  
// Token: 0x0400354C RID: 13644
 
 
public bool showForCaravanMembers;
 
public bool showForCaravanMembers;
  
// Token: 0x0400354D RID: 13645
 
 
public bool scaleBar;
 
public bool scaleBar;
  
// Token: 0x0400354E RID: 13646
 
 
public bool showUnitTicks;
 
public bool showUnitTicks;
  
// Token: 0x0400354F RID: 13647
 
 
public float fallPerDay = 0.5f;
 
public float fallPerDay = 0.5f;
  
// Token: 0x04003550 RID: 13648
 
 
public float seekerRisePerHour;
 
public float seekerRisePerHour;
  
// Token: 0x04003551 RID: 13649
 
 
public float seekerFallPerHour;
 
public float seekerFallPerHour;
  
// Token: 0x04003552 RID: 13650
 
 
public bool freezeWhileSleeping;
 
public bool freezeWhileSleeping;
  
// Token: 0x04003553 RID: 13651
 
 
public bool freezeInMentalState;
 
public bool freezeInMentalState;
 
-->
 
-->
Line 117: Line 87:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Mood'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Mood|Need_Mood]]'''<!--/needClass-->
 
* <seekerRisePerHour>0.12</seekerRisePerHour>
 
* <seekerRisePerHour>0.12</seekerRisePerHour>
 
* <seekerFallPerHour>0.08</seekerFallPerHour>
 
* <seekerFallPerHour>0.08</seekerFallPerHour>
Line 136: Line 106:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Food'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Food|Need_Food]]'''<!--/needClass-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
Line 151: Line 121:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Rest'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Rest|Need_Rest]]'''<!--/needClass-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
 
* Show For Caravan Members: <!--showForCaravanMembers-->{{Good|true}}<!--/showForCaravanMembers-->
Line 165: Line 135:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Joy'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Joy|Need_Joy]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
 
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
Line 184: Line 154:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Beauty'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Beauty|Need_Beauty]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 200: Line 170:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Comfort'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Comfort|Need_Comfort]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 217: Line 187:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Outdoors'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Outdoors|Need_Outdoors]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 231: Line 201:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Indoors'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Indoors|Need_Indoors]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 245: Line 215:
 
| <!--fallPerDay-->0.071<!--/fallPerDay-->
 
| <!--fallPerDay-->0.071<!--/fallPerDay-->
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical_Any'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical_Any|Need_Chemical_Any]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 259: Line 229:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_RoomSize'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_RoomSize|Need_RoomSize]]'''<!--/needClass-->
 
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''Humanlike'''<!--/minIntelligence-->
Line 289: Line 259:
 
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 305: Line 275:
 
| <!--fallPerDay-->0.15<!--/fallPerDay-->
 
| <!--fallPerDay-->0.15<!--/fallPerDay-->
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby, Child, Adult'''<!--/developmentalStageFilter-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
Line 322: Line 292:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 338: Line 308:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 354: Line 324:
 
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 
| <!--fallPerDay-->0.333<!--/fallPerDay-->
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 370: Line 340:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 386: Line 356:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Chemical'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Chemical|Need_Chemical]]'''<!--/needClass-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Only If Caused By Hediff: <!--onlyIfCausedByHediff-->{{Good|true}}<!--/onlyIfCausedByHediff-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
 
* Tutor Highlight Tag: <!--tutorHighlightTag-->'''NeedAddiction'''<!--/tutorHighlightTag-->
Line 405: Line 375:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Authority'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Authority|Need_Authority]]'''<!--/needClass-->
 
* {{Quote|This is a temporary dummy need to suppress errors when loading older saves.|XML comment|RimWorld}}
 
* {{Quote|This is a temporary dummy need to suppress errors when loading older saves.|XML comment|RimWorld}}
 
| -<!-- List Priority -->
 
| -<!-- List Priority -->
Line 422: Line 392:
 
| <!--fallPerDay-->0<!--/fallPerDay-->
 
| <!--fallPerDay-->0<!--/fallPerDay-->
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Suppression'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Suppression|Need_Suppression]]'''<!--/needClass-->
 
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 
* Show On Need List: <!--showOnNeedList-->{{Bad|false}}<!--/showOnNeedList-->
 
* Slaves Only: <!--slavesOnly-->{{Good|true}}<!--/slavesOnly-->
 
* Slaves Only: <!--slavesOnly-->{{Good|true}}<!--/slavesOnly-->
Line 441: Line 411:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Deathrest'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Deathrest|Need_Deathrest]]'''<!--/needClass-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Major: <!--major-->{{Good|true}}<!--/major-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
Line 455: Line 425:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_KillThirst'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_KillThirst|Need_KillThirst]]'''<!--/needClass-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 469: Line 439:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Learning'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Learning|Need_Learning]]'''<!--/needClass-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Child'''<!--/developmentalStageFilter-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Child'''<!--/developmentalStageFilter-->
 
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
 
* Colonists Only: <!--colonistsOnly-->{{Good|true}}<!--/colonistsOnly-->
Line 483: Line 453:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_Play'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_Play|Need_Play]]'''<!--/needClass-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby'''<!--/developmentalStageFilter-->
 
* Developmental Stage Filter: <!--developmentalStageFilter-->'''Baby'''<!--/developmentalStageFilter-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
 
* Colonist And Prisoners Only: <!--colonistAndPrisonersOnly-->{{Good|true}}<!--/colonistAndPrisonersOnly-->
Line 497: Line 467:
 
| <!-- Fall Per Day -->0.5
 
| <!-- Fall Per Day -->0.5
 
|<!-- Details -->
 
|<!-- Details -->
* Need Class: <!--needClass-->'''Need_MechEnergy'''<!--/needClass-->
+
* Need Class: <!--needClass-->'''[[#Need_MechEnergy|Need_MechEnergy]]'''<!--/needClass-->
 
* Show On Need List: <!--showOnNeedList-->{{Good|true}}<!--/showOnNeedList-->
 
* Show On Need List: <!--showOnNeedList-->{{Good|true}}<!--/showOnNeedList-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
 
* Min Intelligence: <!--minIntelligence-->'''ToolUser'''<!--/minIntelligence-->
Line 510: Line 480:
 
|}
 
|}
 
<!--/div-->
 
<!--/div-->
 +
 +
 +
=== Need_Mood ===
 +
=== Need_Food ===
 +
=== Need_Rest ===
 +
=== Need_Joy ===
 +
=== Need_Beauty ===
 +
=== Need_Comfort ===
 +
=== Need_Outdoors ===
 +
=== Need_Indoors ===
 +
 +
=== Need_Chemical_Any ===
 +
** {{+|0.2}} gain for ingesting [[Social drugs]]
 +
** {{+|0.3}} gain for ingesting [[Hard drugs]]
 +
 +
** Fall Per Tick Factor Base:
 +
*** '''[[Traits#Chemical fascination|Chemical fascination]]''': 1
 +
*** '''[[Traits#Chemical interest|Chemical interest]]''': 1.25
 +
 +
<code>Fall Per Tick Factor = Fall Per Tick Factor Base × Fall Curve</code>
 +
 +
<code>Fall Per Need Interval Tick = Fall Per Day × (Fall Per Tick Factor / Ticks in a Day) × Need Update Interval</code>
 +
 +
<code>Fall Per Need Interval Tick = 0.071 × (Fall Per Tick Factor / 60000) × 150</code>
 +
 +
** '''[[Traits#Chemical interest|Chemical interest]]'''
 +
*** Level Thresholds For Mood:
 +
{| {{STDT}}
 +
! Mood !! Threshold
 +
|-
 +
! Extremely Negative
 +
| 0.01
 +
|-
 +
! Very Negative
 +
| 0.15
 +
|-
 +
! Negative
 +
| 0.3
 +
|-
 +
! Positive
 +
| 0.6
 +
|-
 +
! Very Positive
 +
| 0.75
 +
|}
 +
*** Mood Buff For Current Level:
 +
{| {{STDT}}
 +
! Current Level !! Mood Buff
 +
|-
 +
! ≤ 0.01
 +
| Extremely Negative
 +
|-
 +
! ≤ 0.15
 +
| Very Negative
 +
|-
 +
! ≤ 0.3
 +
| Negative
 +
|-
 +
! ≤ 0.6
 +
| Neutral
 +
|-
 +
! ≤ 0.75
 +
| Positive
 +
|-
 +
! > 0.75
 +
| Very Positive
 +
|}
 +
*** Fall Curve:
 +
{| {{STDT}}
 +
! Current Level !! Need Fall
 +
|-
 +
! 0
 +
| 0.3
 +
|-
 +
! 0.4
 +
| 0.6
 +
|-
 +
! 0.401
 +
| 1
 +
|-
 +
! 0.7
 +
| 1
 +
|-
 +
! 1
 +
| 1
 +
|}
 +
** '''[[Traits#Chemical fascination|Chemical fascination]]'''
 +
*** Level Thresholds For Mood:
 +
{| {{STDT}}
 +
! Mood !! Threshold
 +
|-
 +
! Extremely Negative
 +
| 0.1
 +
|-
 +
! Very Negative
 +
| 0.25
 +
|-
 +
! Negative
 +
| 0.4
 +
|-
 +
! Positive
 +
| 0.7
 +
|-
 +
! Very Positive
 +
| 0.85
 +
|}
 +
*** Mood Buff For Current Level:
 +
{| {{STDT}}
 +
! Current Level !! Mood Buff
 +
|-
 +
! ≤ 0.1
 +
| Extremely Negative
 +
|-
 +
! ≤ 0.25
 +
| Very Negative
 +
|-
 +
! ≤ 0.4
 +
| Negative
 +
|-
 +
! ≤ 0.7
 +
| Neutral
 +
|-
 +
! ≤ 0.85
 +
| Positive
 +
|-
 +
! > 0.85
 +
| Very Positive
 +
|}
 +
*** Fall Curve:
 +
{| {{STDT}}
 +
! Current Level !! Need Fall
 +
|-
 +
! 0
 +
| 0.4
 +
|-
 +
! 0.4
 +
| 0.7
 +
|-
 +
! 0.401
 +
| 1
 +
|-
 +
! 0.7
 +
| 1
 +
|-
 +
! 1
 +
| 1.15
 +
|}
 +
 +
=== Need_RoomSize ===
 +
=== Need_Chemical ===
 +
=== Need_Authority ===
 +
=== Need_Suppression ===
 +
=== Need_Deathrest ===
 +
=== Need_KillThirst ===
 +
=== Need_Learning ===
 +
=== Need_Play ===
 +
=== Need_MechEnergy ===
  
 
== Thoughts ==
 
== Thoughts ==

Revision as of 01:40, 21 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 -



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


Need_Mood

Need_Food

Need_Rest

Need_Joy

Need_Beauty

Need_Comfort

Need_Outdoors

Need_Indoors

Need_Chemical_Any

Fall Per Tick Factor = Fall Per Tick Factor Base × Fall Curve

Fall Per Need Interval Tick = Fall Per Day × (Fall Per Tick Factor / Ticks in a Day) × Need Update Interval

Fall Per Need Interval Tick = 0.071 × (Fall Per Tick Factor / 60000) × 150

Mood Threshold
Extremely Negative 0.01
Very Negative 0.15
Negative 0.3
Positive 0.6
Very Positive 0.75
      • Mood Buff For Current Level:
Current Level Mood Buff
≤ 0.01 Extremely Negative
≤ 0.15 Very Negative
≤ 0.3 Negative
≤ 0.6 Neutral
≤ 0.75 Positive
> 0.75 Very Positive
      • Fall Curve:
Current Level Need Fall
0 0.3
0.4 0.6
0.401 1
0.7 1
1 1
Mood Threshold
Extremely Negative 0.1
Very Negative 0.25
Negative 0.4
Positive 0.7
Very Positive 0.85
      • Mood Buff For Current Level:
Current Level Mood Buff
≤ 0.1 Extremely Negative
≤ 0.25 Very Negative
≤ 0.4 Negative
≤ 0.7 Neutral
≤ 0.85 Positive
> 0.85 Very Positive
      • Fall Curve:
Current Level Need Fall
0 0.4
0.4 0.7
0.401 1
0.7 1
1 1.15

Need_RoomSize

Need_Chemical

Need_Authority

Need_Suppression

Need_Deathrest

Need_KillThirst

Need_Learning

Need_Play

Need_MechEnergy

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