Difference between revisions of "Gold"
m ((Bot) XML data extraction: All resource values) |
m ((Bot) XML data extraction: Update to Alpha 10) |
||
Line 21: | Line 21: | ||
| stack limit = 400 | | stack limit = 400 | ||
| stuff adjective = golden | | stuff adjective = golden | ||
− | | thing class = | + | | thing class = ThingWithComps |
| use standard health = false | | use standard health = false | ||
+ | | max health factor = 0.6 | ||
+ | | sound melee hit blunt = MeleeHit_Metal_Blunt | ||
+ | | sound melee hit sharp = MeleeHit_Metal_Sharp | ||
+ | | use hit points = false | ||
| beauty factor = 6 | | beauty factor = 6 | ||
| beauty offset = 18 | | beauty offset = 18 | ||
| flammability factor = 0.2 | | flammability factor = 0.2 | ||
| market value base = 15 | | market value base = 15 | ||
− | | max | + | | max hit points factor = 0.6 |
| melee blunt damage base = 1.15 | | melee blunt damage base = 1.15 | ||
| melee cooldown factor = 1.1 | | melee cooldown factor = 1.1 |
Revision as of 19:43, 15 April 2015
Gold
The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold.
Base Stats
- Market Value
- 10
- Mass
- 0.008 ... further results
Stat Modifiers
- Armor - Blunt
- ×0.36
- Armor - Heat
- ×0.36
- Armor - Sharp
- ×0.72
- Door Opening Speed
- ×1
- Flammability
- ×0.4
- Insulation - Cold
- ×3
- Insulation - Heat
- ×0
- Max Hit Points
- ×0.6
- Melee Cooldown
- ×1 ... further results
Gold is a very beautiful and expensive resource. Can sometimes be found off the bodies of raiders, as well as those who pop out of random cryptosleep caskets in buildings around the map, but the primary source is gold veins. You can sell gold to certain traders to get a staggering amount of cash, or craft it into golden sculptures that are perhaps the most valuable items in the game. It can also be used to create extremely beautiful furniture and structures.
Gold art and furniture is the best way to get that coveted "Beautiful Environment" mood bonus for your colonists, though this may be wasteful unless you are swimming in cash already and don't need much extra.
Colonists can suffer from a "High Expectations" mood debuff if your colony becomes too rich. Make sure you have plenty of mood-boosting effects to buffer against this before you start accumulating some real wealth.