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.
The minimum psylink level required to use this ability.
Ability
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
Show If Mods Loaded:
Royalty
1005
defName: Ability_CastingTime
label: casting time
How long it takes to perform this ability.
Ability
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
defName: Ability_EntropyGain
label: neural heat gain
How much neural heat will be added as a result of performing this ability.
Ability
Default Base Value: 500%
Min Value: 0%
Show If Undefined:false
Show If Mods Loaded:
Royalty
1003
defName: Ability_PsyfocusCost
label: psyfocus cost
How much psyfocus must be spent to perform this ability.
Ability
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
defName: Ability_Range
label: range
The maximum distance to a target of this ability, or to the center of the target location.
Ability
Default Base Value: 2500%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
1001
defName: Ability_Duration
label: duration
How long the effects of this ability last.
Ability
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Format String: {0} s
Show If Undefined:false
-
999
defName: Ability_EffectRadius
label: effect radius
The radius of the area of effect of this ability.
Ability
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
998
defName: Ability_GoodwillImpact
label: goodwill impact
How casting this ability on someone will impact relations with their faction.
Ability
Default Base Value: 0%
Hide At Value: 0%
Show If Undefined:false
-
997
defName: 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.
label: Insulation - Cold - Material effect multiplier
-
Apparel
Default Base Value: 0%
Min Value: 0%
Always Hide:true
-
2
defName: StuffEffectMultiplierInsulation_Heat
label: Insulation - Heat - Material effect multiplier
-
Apparel
Default Base Value: 0%
Min Value: 0%
Always Hide:true
-
3
defName: ArmorRating_Sharp
label: Armor - Sharp
labelForFullStatList: 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.
Apparel
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
defName: ArmorRating_Blunt
label: Armor - Blunt
labelForFullStatList: 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.
Apparel
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
defName: ArmorRating_Heat
label: Armor - Heat
labelForFullStatList: 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.
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.
Basics-Non-Pawn
Worker Class: StatWorker_ShootingAccuracy
Default Base Value: 96%
To String Style: PercentOne
To String Style Unfinalized: FloatOne
Show If Undefined:false
-
4000
defName: 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.
Basics-Non-Pawn-Important
Default Base Value: 0%
Min Value: 20%
To String Style: PercentZero
Show If Undefined:false
-
4000
defName: 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.
Basics-Non-Pawn-Important
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show If Undefined:false
-
4010
defName: ConstructionSpeedFactor
label: construction speed
labelForFullStatList: 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.
Basics-Non-Pawn
Default Base Value: 100%
Min Value: 10%
To String Style: PercentZero
Hide At Value: 100%
-
2500
defName: 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.
Meditation
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
defName: PsychicSensitivityOffset
label: psychic sensitivity offset
An offset applied to the user's psychic sensitivity.
Basics
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
defName: PsychicSensitivityFactor
label: psychic sensitivity factor
A factor applied to the user's psychic sensitivity.
Basics
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
defName: PsychicEntropyMaxOffset
label: neural heat limit offset
An offset applied to the user's neural heat limit.
Basics
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
defName: PsychicEntropyRecoveryRateOffset
label: neural heat recovery rate offset
An offset applied to the user's neural heat recovery rate.
Basics
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
defName: 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.
Terrain
Default Base Value: 100%
Min Value: 0%
Show On Pawns:false
To String Style: PercentZero
-
-
defName: CleaningTimeFactor
label: cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface.
Terrain
Default Base Value: 100%
Min Value: 0.1%
Show On Pawns:false
To String Style: PercentZero
-
-
defName: WorkToBuild
label: work to build
The base amount of work it takes to build a structure, once all materials are gathered.
The work required to deconstruct the structure is also based on this.
Building
Default Base Value: 100%
Min Value: 0%
To String Style: WorkAmount
Round To Five Over: 300
Show If Undefined:false
Scenario Randomizable:true
-
3101
defName: DoorOpenSpeed
label: door opening speed
The speed at which the door opens when unpowered.
Slow doors will slow down everyone who uses them.
Building
Default Base Value: 100%
Min Value: 20%
To String Style: PercentZero
-
3102
defName: BedRestEffectiveness
label: rest effectiveness
How fast people sleeping on this gain rest.
Building
Default Base Value: 0%
Min Value: 40%
Value If Missing: 0.8
To String Style: PercentZero
Show If Undefined:false
Parts:
StatPart_Quality:
Factor Awful: 86%
Factor Poor: 92%
Factor Normal: 100%
Factor Good: 108%
Factor Excellent: 114%
Factor Masterwork: 125%
Factor Legendary: 160%
4000
defName: TrapMeleeDamage
label: trap melee damage
How much damage this trap does on average per hit. Each trap hits multiple times.
The actual damage in any instance will vary randomly.
Building
Worker Class: StatWorker_MeleeDamageAmountTrap
Default Base Value: 100%
Min Value: 100%
To String Style: Integer
Show If Undefined:false
-
5001
defName: TrapSpringChance
label: trap spring chance
The likelihood that the trap will spring when an unaware creature passes over it.
Building
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show If Undefined:false
-
5000
defName: ResearchSpeedFactor
label: research speed factor
The speed at which people do research is multiplied by this value.
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.
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.
Basics-Pawn
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
defName: 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.
Basics-Pawn
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
defName: ToxicResistance
label: toxic resistance
How well this creature resists toxic buildup.
Basics-Pawn
Default Base Value: 0%
Hide At Value: 0%
Max Value: 1
To String Style: PercentZero
-
3451
defName: GlobalLearningFactor
label: global learning factor
A multiplier on the learning rate for all skills.
Basics-Pawn
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Hide At Value: 100%
Min Value: 0%
Scenario Randomizable:true
-
3500
defName: BedHungerRateFactor
label: bed hunger rate multiplier
-
-
Always Hide:true
Min Value: 0%
To String Style: PercentZero
Default Base Value: 100%
-
-
defName: 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.
Basics-Pawn
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
defName: 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.
Basics-Pawn
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
defName: MinimumHandlingSkill
label: minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
Basics-Pawn
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
defName: PainShockThreshold
label: pain shock threshold
The pain level at which this creature is downed from pain.
Basics-Pawn
Min Value: 1%
Max Value: 0.99
Default Base Value: 80%
To String Style: PercentZero
Show On Mechanoids:false
-
2000
defName: 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.
Basics-Pawn
Show On Mechanoids:false
Show On Entities:false
Default Base Value: 100%
Min Value: 0%
To String Style: FloatOne
-
2205
defName: AnimalsLearningFactor
label: animals learning factor
A multiplier on the learning rate for animals skill.
Basics-Pawn
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Hide At Value: 100%
Min Value: 0%
Scenario Randomizable:true
-
3500
defName: 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.
Basics-Pawn
Worker Class: StatWorker_CaravanRidingSpeedFactor
Show If Undefined:false
Default Base Value: 100%
To String Style: PercentZero
Min Value: 100%
-
2203
defName: 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%
Basics-Pawn
To String Style: FloatMaxTwo
Show On Mechanoids:false
Show On Entities:false
Cacheable:true
Parts:
StatPart_BodySize
StatPart_LifeStageMaxFood
2501
defName: 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.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 1%
Show On Animals:false
Show On Mechanoids:false
-
2000
defName: MeditationFocusGain,
label: meditation psyfocus gain
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
Basics-Pawn
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
defName: 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.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 0%
Min Value: 0%
Max Value: 1
-
3450
defName: RestFallRateFactor
label: sleep fall rate
A multiplier on the speed that a person's sleep need falls.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0.01%
Show On Animals:false
-
-
defName: 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.
Mechanoid
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
-
2030
defName: JoyFallRateFactor
label: recreation fall rate
A multiplier on the speed that a person's recreation need falls.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0.01%
Show On Animals:false
-
-
defName: NegotiationAbility
label: negotiation ability
How effective this person is as a negotiator.
This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
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.
A multiplier on attack delay for weapons made of this material.
Stuff-Stat-Factors
Default Base Value: 100%
Min Value: 5%
To String Style: PercentZero
Show If Undefined:false
-
4504
defName: SharpDamageMultiplier
label: sharp damage
A multiplier on damage from sharp-type attacks for weapons made of this material.
Stuff-Stat-Factors
Default Base Value: 100%
Min Value: 5%
To String Style: PercentZero
Show If Undefined:false
-
4505
defName: BluntDamageMultiplier
label: blunt damage
A multiplier on damage from blunt-type attacks for weapons made of this material.
Stuff-Stat-Factors
Default Base Value: 100%
Min Value: 5%
To String Style: PercentZero
Show If Undefined:false
-
4506
defName: AccuracyTouch
label: Accuracy (close)
The weapon's accuracy at a distance of 3 cells or less.
An actual shot's chance to hit will also be affected by other factors.
Weapon-Ranged
Default Base Value: 100%
Min Value: 1%
Max Value: 100%
To String Style: PercentZero
Show If Undefined: false
StatParts:
StatPart_Quality:
Factor Awful: 80%
Factor Poor: 90%
Factor Normal: 100%
Factor Good: 110%
Factor Excellent: 120%
Factor Masterwork: 135%
Factor Legendary: 150%
5110
defName: AccuracyShort
label: Accuracy (short)
The weapon's accuracy at a distance of 12 cells.
An actual shot's chance to hit will also be affected by other factors.
Weapon-Ranged
Default Base Value: 100%
Min Value: 1%
Max Value: 100%
To String Style: PercentZero
Show If Undefined: false
StatParts:
StatPart_Quality:
Factor Awful: 80%
Factor Poor: 90%
Factor Normal: 100%
Factor Good: 110%
Factor Excellent: 120%
Factor Masterwork: 135%
Factor Legendary: 150%
5109
defName: AccuracyMedium
label: Accuracy (medium)
The weapon's accuracy at a distance of 25 cells.
An actual shot's chance to hit will also be affected by other factors.
Weapon-Ranged
Default Base Value: 100%
Min Value: 1%
Max Value: 100%
To String Style: PercentZero
Show If Undefined: false
StatParts:
StatPart_Quality:
Factor Awful: 80%
Factor Poor: 90%
Factor Normal: 100%
Factor Good: 110%
Factor Excellent: 120%
Factor Masterwork: 135%
Factor Legendary: 150%
5108
defName: AccuracyLong
label: Accuracy (long)
The weapon's accuracy at a distance of 40 cells or more.
An actual shot's chance to hit will also be affected by other factors.
Weapon-Ranged
Default Base Value: 100%
Min Value: 1%
Max Value: 100%
To String Style: PercentZero
Show If Undefined: false
StatParts:
StatPart_Quality:
Factor Awful: 80%
Factor Poor: 90%
Factor Normal: 100%
Factor Good: 110%
Factor Excellent: 120%
Factor Masterwork: 135%
Factor Legendary: 150%
5107
defName: RangedWeapon_Cooldown
label: ranged cooldown
How long it takes to recover after firing this weapon.
Weapon-Ranged
Default Base Value: 100%
Min Value: 1%
To String Style: FloatTwo
Format String: {0} s
Show If Undefined:false
Scenario Randomizable:true
-
5106
defName: RangedWeapon_DamageMultiplier
label: damage multiplier
A damage multiplier applied to projectiles fired from this weapon.
Weapon-Ranged
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show If Undefined:false
Scenario Randomizable:true
Parts:
StatPart_Quality:
Factor Awful: 90%
Factor Poor: 100%
Factor Normal: 100%
Factor Good: 100%
Factor Excellent: 100%
Factor Masterwork: 125%
Factor Legendary: 150%
5105
defName: JumpRange
label: Jump range
The maximum jump distance.
Apparel
Min Value: 0%
To String Style: FloatOne
Format String: {0} c
Show If Undefined:false
Parts:
StatPart_Quality:
Factor Awful: 75%
Factor Poor: 90%
Factor Normal: 100%
Factor Good: 106%
Factor Excellent: 113%
Factor Masterwork: 119%
Factor Legendary: 125%
60
defName: MeditationPlantGrowthOffset
label: meditation plant growth offset
An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.
Meditation
Default Base Value: 0%
Show If Undefined:false
Show Zero Base Value:false
Show On Default Value:false
To String Style: PercentZero
Parts:
StatPart_ArtificialBuildingsNearbyOffset:
Radius: 34.9
Curve:
Points:
(0, 0.0)
(5, -0.08)
(10, -0.15)
(50, -0.3)
4000
defName: PsychicEntropyGain
label: neural heat gain
A multiplier on neural heat gained from any source.
Basics-Pawn
Min Value: 0%
Hide At Value: 100%
Default Base Value: 100%
To String Style: PercentZero
Show On Animals:false
Show On Mechanoids:false
Show If Mods Loaded:
Royalty
4000
defName: SlaveSuppressionOffset
label: slave suppression offset
An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
Basics
Default Base Value: 0%
Hide At Value: 0%
To String Style: PercentZero
Show On Animals:false
Show If Undefined:false
Show On Pawns:false
-
3600
defName: TerrorSource
label: terror
The intensity of terror this object induces when viewed.
A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
How much this object contributes to overall style dominance in an area.
Basics-Non-Pawn
Default Base Value: 0%
Min Value: 0%
To String Style: FloatMaxThree
Hide At Value: 0%
Hide In Classic Mode:true
Parts:
StatPart_HasRelic:
Offset: +40
6000
defName: Terror
label: terror
The intensity of terror this person is experiencing.
Basics-Pawn
Worker Class: StatWorker_Terror
Default Base Value: 0%
Hide At Value: 0%
Max Value: 100
To String Style: PercentZero
Show On Pawns:false
Show If Undefined:false
-
3600
defName: ConversionPower
label: conversion power
How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
Building
Default Base Value: 0%
Hide At Value: 0%
Min Value: 0%
To String Style: FloatOne
-
4110
defName: MaxInstallCount
label: max install count
How many times this can be installed. Each additional installation increases or upgrades the base effect.
Basics
Default Base Value: 0%
Min Value: 0%
To String Style: Integer
Hide At Value: 0%
For Information Only:true
-
4020
defName: MeleeDoorDamageFactor
label: melee door damage factor
A special multiplier on the amount of melee damage inflicted on doors.
Pawn-Combat
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0%
Show On Animals:false
Show On Humanlikes:false
Show On Mechanoids:true
-
5000
defName: ShootingAccuracyChildFactor
label: shooting accuracy multiplier
-
Pawn-Combat
To String Style: PercentZero
Default Base Value: 100%
Show Developmental Stage Filter: Child
Always Hide:true
Parts:
StatPart_Age:
Use Biological Years: true
Humanlike Only: true
Curve:
Points:
(4,0.95)
(12,0.98)
(13,1)
-
defName: Fertility
label: fertility
Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
Basics-Pawn
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show On Humanlikes:true
Show On Animals:false
Show On Mechanoids:false
Show On Entities:false
Show Developmental Stage Filter: Adult
Parts:
StatPart_FertilityByGenderAge:
Male Fertility Age Factor:
Points:
(14, 0)
(18, 1)
(50, 1)
(90, 0)
Female Fertility Age Factor:
Points:
(14, 0)
(20, 1)
(28, 1)
(35, 0.5)
(40, 0.1)
(45, 0.02)
(50, 0)
StatPart_FertilityByHediffs
-
defName: MechBandwidth
label: mech bandwidth
How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.
Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
Mechanitor
Worker Class: StatWorker_Mechanitor
Default Base Value: 0%
Min Value: 0%
Show On Animals: false
Show On Humanlikes: true
Show On Mechanoids: false
Show If Undefined: true
-
2000
defName: MechControlGroups
label: mech control groups
How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
Mechanitor
Worker Class: StatWorker_Mechanitor
Default Base Value: 0%
Min Value: 0%
Show On Animals: false
Show On Humanlikes: true
Show On Mechanoids: false
Show If Undefined: true
-
2000
defName: MechRemoteRepairDistance
label: mech remote repair distance
How far away a mech can be during remote repair.
Mechanitor
Worker Class: StatWorker_Mechanitor
Default Base Value: 0%
Min Value: 0%
Show On Animals: false
Show On Humanlikes: true
Show On Mechanoids: false
Show If Undefined:false
-
2000
defName: MechRemoteShieldDistance
label: mech remote shield distance
The maximum range at which a mechanitor can place a shield on a mechanoid.
Mechanitor
Worker Class: StatWorker_Mechanitor
Default Base Value: 0%
Min Value: 0%
Show On Animals: false
Show On Humanlikes: true
Show On Mechanoids: false
Show If Undefined:false
-
2000
defName: MechRemoteShieldEnergy
label: mech remote shield energy
The energy a remote shield will have when created by a mechanitor.
Mechanitor
Worker Class: StatWorker_Mechanitor
Default Base Value: 0%
Min Value: 0%
Show On Animals: false
Show On Humanlikes: true
Show On Mechanoids: false
Show If Undefined:false
-
2000
defName: MechFormingSpeed
label: mech gestation speed
A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
How much bandwidth this mech consumes when under mechanitor control.
Mechanoid
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%
Show If Undefined:false
-
2000
defName: ControlTakingTime
label: control taking time
How many seconds it will take for a mechanitor to take control of this mech.
Mechanoid
May Require Any Of:
Biotech
Anomaly
Show On Animals: false
Show On Humanlikes: false
Show On Mechanoids: true
Default Base Value: 1200%
Min Value: 0%
To String Style: Integer
Format String: {0}s
Show If Undefined:false
-
2010
defName: MechEnergyUsageFactor
label: energy usage multiplier
A multiplier on how fast a mechanoid consumes its energy reserves while operating.
Mechanoid
May Require Any Of:
Biotech
Anomaly
Show On Animals: false
Show On Humanlikes: false
Show On Mechanoids: true
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Scenario Randomizable:true
Show If Undefined:false
-
2000
defName: WastepacksPerRecharge
label: wastepacks per recharge
How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.
The amount of energy that this mechanoid loses for every 100 damage repaired.
Mechanoid
May Require Any Of:
Biotech
Anomaly
Show On Animals: false
Show On Humanlikes: false
Show On Mechanoids: true
Worker Class: StatWorker_MechEnergyLossPerHP
Default Base Value: 33.3%
Min Value: 0%
To String Style: Integer
Show If Undefined:false
-
2020
defName: HemogenGainFactor
label: hemogen gain multiplier
A multiplier on the amount of hemogen gained.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
-
-
defName: RawNutritionFactor
label: raw nutrition multiplier
A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 0.01%
-
1001
defName: CancerRate
label: cancer rate factor
A multiplier on how likely this person is to develop cancer in any given time frame.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 1%
Show On Animals:false
Show On Mechanoids:false
-
2100
defName: LearningRateFactor
label: learning rate factor
A multiplier on how quickly a child's learning need is fulfilled by learning activities.
Basics-Pawn
To String Style: PercentZero
Default Base Value: 100%
Hide At Value: 100%
Min Value: 1%
Show On Animals:false
Show On Mechanoids:false
Show Developmental Stage Filter: Child
-
1350
defName: GrowthVatOccupantSpeed
label: growth vat occupant speed
A multiplier on how quickly this person will grow when in a growth vat.
Pawn-Misc
Default Base Value: 100%
Hide At Value: 100%
To String Style: PercentZero
Show On Animals:false
Show On Mechanoids:false
Scenario Randomizable:true
Cacheable:true
Parts:
StatPart_GrowthVatSpeedFactor
1850
defName: WorkSpeedGlobalOffsetMech
label: mech work speed offset
A work speed offset applied to a mechanitor's mechs.
Mechanitor
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
To String Style: PercentZero
Scenario Randomizable:true
Show On Mechanoids:false
Show On Animals:false
-
5000
defName: ContainmentStrength
label: containment strength
offsetLabel: containment offset
How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.
Containment
Worker Class: StatWorker_ContainmentStrength
Show On Default Value:true
Default Base Value: 0%
Min Value: 0%
To String Style: FloatOne
-
-
defName: MinimumContainmentStrength
label: min containment strength
The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.