Stat
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Stat Name | Description |
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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. |
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. |
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. |
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. |
Accuracy Factor (Close) | A multiplier on accuracy at a distance of 3 cells or less. |
Accuracy Factor (Long) | A multiplier on accuracy at a distance of 40 cells or more. |
Accuracy Factor (Medium) | A multiplier on accuracy at a distance of 25 cells. |
Accuracy Factor (Short) | A multiplier on accuracy at a distance of 12 cells. |
Activity Suppression Speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. |
Addictiveness | The chance of addiction per dose of a drug. |
Aiming Time | How long it takes to shoot after choosing a target. |
Always Hide | |
Animal Gather Speed | The speed at which this person milks, shears, and otherwise gathers resources from animals. |
Animal Gather Yield | The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. |
Animal Products Price Improvement | When this person sells meat, leather, or wool, prices are improved by this percentage. |
Animals Learning Factor | A multiplier on the learning rate for animals skill. |
Anomaly Knowledge | |
Apply Factors If Negative | |
Armor - Blunt | 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.
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. |
Armor - Blunt (Material Factor) | Armor against blunt damage like club impacts, rock falls, and explosions. |
Armor - Electric | Was a property of textiles and an apparel stat, before B19. Remove due to its uselessness. Armor against electric damage like EMP pulses. |
Armor - Heat | 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.
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. |
Armor - Heat (Material Factor) | Armor against temperature-related damage like burns. |
Armor - Material Effect Multiplier | - |
Armor - Sharp | 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.
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. |
Armor - Sharp (Material Factor) | Armor against sharp damage like bullets, knife stabs, and animal bites. |
Arrest Success Chance | How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
Assembly Speed Factor | The speed at which people assemble genes here is multiplied by this value. |
Baby Play Power | How effectively this object can be used to fulfill a baby's need for play. |
Bandwidth Cost | How much bandwidth this mech consumes when under mechanitor control. |
Base Escape Interval Mtb Days | |
Base Healing Quality | Base quality of healing given to patients when acting as a doctor. |
Beauty (Pawn) | How physically attractive this person is. This affects social interactions. |
Beauty (Stat) | How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
Bed Hunger Rate Multiplier | |
Bioferrite Density | |
Biosculpter Occupant Speed | A multiplier on how quickly this person will complete a biosculpter pod cycle. |
Biosculpter Pod Speed Factor | 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. |
Birth Quality Offset | 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. |
Blunt Damage | A multiplier on damage from blunt-type attacks for weapons made of this material. |
Body Size | How large the creature is. |
Bond Chance Factor | A multiplier on the chance to bond with an animal when interacting with it. |
Brewing Speed | Speed at which this person brews beer. |
Building Size Category | |
Butchery Efficiency | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
Butchery Speed | Speed at which this person butchers flesh creatures. |
Cacheable | |
Can Train Attack | |
Can Train Guard | |
Can Train Haul | |
Can Train Rescue | |
Cancer Rate Factor | A multiplier on how likely this person is to develop cancer in any given time frame. |
Capacity Factors | |
Capacity Offsets | |
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. |
Carrying Capacity | |
Carrying Capacity | The amount of stuff this creature can carry in its hands, mouth, or other manipulators. This is separate from the ability to carry cargo on long cross-world trips. |
Casting Time | How long it takes to perform this ability. |
Cleaning Speed Multiplier | A multiplier on how fast this cleans up filth from the ground. |
Cleaning Time Multiplier | A multiplier on how long it takes to clean filth from this surface. |
Cleanliness (Stat) | How much an object contributes to an area's cleanliness score. |
Cold Containment Bonus | This entity is less likely to escape if kept in a very cold room. |
Comfort (Stat) | How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
Construct Success Chance | The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
Construction Speed | Speed at which this person constructs and repairs buildings. |
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. |
Containment Factor | |
Containment Strength | |
Containment Strength | 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. |
Control Taking Time | How many seconds it will take for a mechanitor to take control of this mech. |
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. |
Cooking Speed | The speed at which this person cooks meals. |
Crawl Speed | Speed of crawling in cells per second. |
Daily Milk Average | |
Daily Wool Average | |
Days To Start Rot | The number of days before a food item starts to rot if not refigerated. |
Deep Drilling Speed | A speed at which this person uses a deep drill to extract underground resources. |
Default Base Value | |
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. |
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. |
Diplomatic Power | How effective the pawn is at diplomacy with other factions. |
Disable If Skill Disabled | |
Display Max When Above Or Equal | |
Display Priority In Category | |
Door Opening Speed | The speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it. |
Drug Cooking Speed | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
Drug Crop Harvest Yield | The yield this person gets when harvesting drug crops. Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant. |
Drug Sell Price Improvement | When this person sells non-medical drugs, prices are improved by this percentage. |
Drug Synthesis Speed | How fast this character synthesizes complex chemical drugs. |
Duration | How long the effects of this ability last. |
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. |
Eating Speed | Multiplier on eating speed. |
Effect Radius | The radius of the area of effect of this ability. |
Egg Laying Interval | |
Eggs Per Clutch Average | |
Eggs Per Clutch Maximum | |
Eggs Per Clutch Minimum | |
Energy Usage Multiplier | A multiplier on how fast a mechanoid consumes its energy reserves while operating. |
Entity Study Rate | The rate at which this person generates knowledge from studying unnatural entities. |
Equip Delay | The time it takes to equip and unequip this item. |
Fertility | It 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. |
Fertility Min | |
Fertility Sensitivity | |
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. |
Filth Rate | How much filth this creature produces. It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem. |
Finalize Equipped Stat Offset | |
Flammability | How easily an object catches fire and how quickly a fire will grow as it burns. |
Food Poison Chance | The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting |
Food Poison Chance (Food Stat) | The chance this food will cause food poisoning. |
For Information Only | |
Foraged Food Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. |
Format String | |
Format String Unfinalized | |
From DLC | |
General Labor Speed | 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. |
Genetic Complexity Increase | When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once. |
Gestation Period Days | |
Gets Cold Containment Bonus | |
Global Certainty Loss Factor | A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. |
Global Learning Factor | A multiplier on the learning rate for all skills. |
Global Work Speed | A multiplier on someone's speed at doing any work. |
Goodwill Impact | How casting this ability on someone will impact relations with their faction. |
Grow Days | |
Growth Vat Occupant Speed | A multiplier on how quickly this person will grow when in a growth vat. |
Hacking Speed | How fast this person can hack into computer terminals. |
Harvest Product | |
Harvest Work | |
Harvest Yield | |
Harvest Yield | How many products something produces when harvested, like a tree or potato plant. |
Harvest Yield Per Day (100) | |
Harvest Yield Per Day (140) | |
Harvest Yield Per Day (280) | |
Harvest Yield Per Day (70) | |
Harvest Yield Per Work | |
Healing Speed | Speed at which the character heals wounds as a doctor. |
Hemogen Gain Multiplier | A multiplier on the amount of hemogen gained. |
Hide At Value | |
Hide In Classic Mode | |
Honor Value | The amount of honor your trader will earn for giving this to a tribute collector. |
Hunger | How hungry a person is, influences saturation. |
Hunting Stealth | This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. |
Ideoligion Spread Chance | A multiplier on the chance that this person will try to convert other people to their own ideoligion. |
Immunity Gain Speed | The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. |
Immunity Gain Speed Factor | Immunity gain speed is multiplied by this value. |
Immutable | |
Incoming Damage Multiplier | A multiplier on all incoming damage. |
Injury Healing Factor | The multiplier applied to a person's injury healing rate. |
Insulation - Cold | How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
Insulation - Cold (Material Factor) | How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. |
Insulation - Cold - Material Effect Multiplier | - |
Insulation - Heat | How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
Insulation - Heat (Material Factor) | How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. |
Insulation - Heat - Material Effect Multiplier | - |
Jump Range | The maximum jump distance. |
Knowledge Category | |
Label For Full Stat List | |
Learning Rate Factor | A multiplier on how quickly a child's learning need is fulfilled by learning activities. |
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. |
Leather Name | |
Leather Yield | |
Lifespan Days Per Grow Days | |
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. |
Market Value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Market Value Ignoring Hitpoints | |
Mass | The physical mass of an object. |
Mate Mtb Hours | |
Max Hit Points | The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
Max Install Count | How many times this can be installed. Each additional installation increases or upgrades the base effect. |
Max Nutrition | The amount of nutrition needed to completely fill this creature's stomach. |
Max Power Output | The maximum power that this generator can output in ideal conditions. |
Maximum Comfortable Temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
Meat Amount | 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. |
Meat Name | |
Meat Yield | |
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. |
Mech Control Groups | How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. |
Mech Gestation Speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. |
Mech Remote Repair Distance | How far away a mech can be during remote repair. |
Mech Remote Shield Distance | The maximum range at which a mechanitor can place a shield on a mechanoid. |
Mech Remote Shield Energy | The energy a remote shield will have when created by a mechanitor. |
Mech Repair Speed | A multiplier on how fast a mechanitor can repair mechanoids. |
Mech Work Speed Offset | A work speed offset applied to a mechanitor's mechs. |
Mechanoid Shredding Efficiency | The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
Mechanoid Shredding Speed | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | The speed at which the character performs medical operations. |
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. |
Medical Surgery Success Chance | The likelihood that a colonist will succeed when attempting to perform a surgery. 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. |
Medical Tend Quality | The base quality of tending given when tending wounds and illnesses.
Final Tend Quality: ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset. Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance. Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance. Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
|
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. |
Medical Tend Quality Offset | Medical tend quality is offset by this value. |
Medical Tend Speed | Speed at which the character tends to wounds and illnesses. |
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 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 Psyfocus Gain | The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
Melee Armor Penetration | Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
Melee Cooldown | A multiplier on attack delay for weapons made of this material. |
Melee Cooldown (Pawn) | A multiplier on the time this creature takes to recover after making a melee attack. |
Melee DPS | Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
Melee Damage | Damage done per hit in melee combat. |
Melee Damage Factor | A multiplier on the amount of melee damage inflicted by this person. |
Melee Damage Multiplier | A damage multiplier applied to melee combat. |
Melee Dodge Chance | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Melee Dodge Chance Indoors Dark | An offset on melee dodge chance if the target is indoors in the dark. |
Melee Dodge Chance Indoors Lit | An offset on melee dodge chance if the target is indoors and lit. |
Melee Dodge Chance Outdoors Day | An offset on melee dodge chance if the target is outdoors during the day. |
Melee Dodge Chance Outdoors Night | An offset on melee dodge chance if the target is outdoors at night. |
Melee Door Damage Factor | A special multiplier on the amount of melee damage inflicted on doors. |
Melee Hit Chance | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Melee Hit Chance Indoors Dark | An offset on melee hit chance if the target is indoors in the dark. |
Melee Hit Chance Indoors Lit | An offset on melee hit chance if the target is indoors and lit. |
Melee Hit Chance Outdoors Dark | An offset on melee hit chance if the target is outdoors at night. |
Melee Hit Chance Outdoors Lit | An offset on melee hit chance if the target is outdoors during the day. |
Mental Break Threshold | 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. |
Milk Amount | |
Milk Name | |
Milking Interval Days | |
Min Grow Light | |
Minified Thing Inherits | |
Minimum Comfortable Temperature | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
Minimum 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. |
Minimum Containment Strength | |
Minimum Handling Skill | |
Minimum Handling Skill | This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
Minimum Monolith Level For Study | |
Minimum Required Growing Skill | |
Mining Speed | A speed at which this person mines away walls. |
Mining Yield | The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
Mortar Miss Radius Multiplier | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
Move Speed | Speed of movement in cells per second. |
Mutable Stats | |
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. |
Neural Heat Gain | How much neural heat will be added as a result of performing this ability. |
Neural Heat Gain (Factor) | A multiplier on neural heat gained from any source. |
Neural Heat Limit | The maximum amount of neural heat individual can tolerate safely. |
Neural Heat Limit Offset | An offset applied to the user's neural heat limit. |
Neural Heat Recovery Rate | The rate at which this person reduces neural heat. |
Neural Heat Recovery Rate Offset | An offset applied to the user's neural heat recovery rate. |
Never Disabled | |
No Skill Factor | |
No Skill Offset | |
Nutrition (Stat) | How nutritious this food is. |
Offset Label | |
Offspring Per Birth | |
Outdoor Beauty | How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. |
Overrides Hide Stats | |
Pack Capacity | |
Pack Radius | The area affected when this pack detonates. |
Pain Shock Threshold | The pain level at which this creature is downed from pain. |
Parts | |
Pawn Trap Spring Chance | Chance to spring a trap the character is unaware of. |
Plant Harvest Yield | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
Plant Work Speed | Speed at which this person sows and harvests plants. |
Post Process Curve | |
Post Process Stat Factors | |
Pruning Speed | A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here. |
Psychic Ritual Quality | How much nearby buildings improve quality of psychic rituals performed here. |
Psychic Ritual Quality Offset | An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants. |
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. |
Psychic Sensitivity Factor | A factor applied to the user's psychic sensitivity. |
Psychic Sensitivity Offset | An offset applied to the user's psychic sensitivity. |
Psyfocus Cost | How much psyfocus must be spent to perform this ability. |
Psylink Level | The minimum psylink level required to use this ability. |
Quality | An item's quality is how well-made it is. |
Range (Ability) | The maximum distance to a target of this ability, or to the center of the target location. |
Ranged Cooldown | How long it takes to recover after firing this weapon. |
Ranged Cooldown Multiplier | A multiplier on the cooldown between bursts when using a ranged weapon |
Ranged Damage Multiplier | A damage multiplier applied to projectiles fired from this weapon. |
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. |
Reading Bonus | 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. |
Reading Speed | A multiplier on how fast this person can read. |
Real Grow Days | |
Recreation | Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. |
Recreation Fall Rate | A multiplier on the speed that a person's recreation need falls. |
Recreation Power | How effectively this item entertains people and fulfills the need for recreation. |
Recruit Prisoner Chance | Base chance this person will recruit a prisoner. |
Repair Energy Cost | The amount of energy that this mechanoid loses for every 100 damage repaired. |
Repair Success Chance | The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
Requires Holding Platform | |
Requires Imprisonment | |
Research Speed | How fast this person performs research and how quickly they can find things using scanning equipment. |
Research Speed Factor | The speed at which people do research is multiplied by this value. |
Rest Effectiveness | How fast people sleeping on this gain rest. |
Rest Rate Multiplier | A multiplier on how quickly a creature rests while sleeping. |
Roam Mtb Days | |
Round To Five Over | |
Round Value | |
Scenario Randomizable | |
Sculpting Speed | Speed at which this person sculpts. |
Sell Price Multiplier | A multiplier on the price at which you can sell items. |
Sharp Damage | A multiplier on damage from sharp-type attacks for weapons made of this material. |
Shearing Interval Days | |
Shield Max Energy | The maximum energy a shield can have at one time. More energy absorbs more damage. |
Shield Recharge Rate | The rate at which a shield gains energy as long as it is not broken. |
Shooting Accuracy | 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. |
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. |
Shooting Accuracy Indoors Dark | An offset on shooting accuracy if the target is indoors in the dark. |
Shooting Accuracy Indoors Lit | An offset on shooting accuracy if the target is indoors and lit. |
Shooting Accuracy Multiplier (Child) | |
Shooting Accuracy Outdoors Dark | An offset on shooting accuracy if the target is outdoors at night. |
Shooting Accuracy Outdoors Lit | An offset on shooting accuracy if the target is outdoors during the day. |
Show Developmental Stage Filter | |
Show If Hediffs Present | |
Show If Mods Loaded | |
Show If Mods Loaded Any | |
Show If Undefined | |
Show Non Abstract | |
Show On Animals | |
Show On Default Value | |
Show On Entities | |
Show On Humanlikes | |
Show On Mechanoids | |
Show On Non Power Plants | |
Show On Non Wild Man Humanlikes | |
Show On Non Work Tables | |
Show On Pawn Kind | |
Show On Pawns | |
Show On Player Mechanoids | |
Show On Slaves Only | |
Show On Unhaulables | |
Show On Untradeables | |
Show Zero Base Value | |
Skill Need Factors | |
Skill Need Offsets | |
Slave Suppression Fall Rate | The rate at which slave suppression falls. |
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. |
Sleep Fall Rate | A multiplier on the speed that a person's sleep need falls. |
Smelting Speed | The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
Smithing Speed | Speed at which this person smiths or crafts weapons, machines, ammunition, and tools. |
Smoothing Speed | A multiplier on the speed at which this person smooths rough stone floors and walls. |
Social Impact | A multiplier on how much other people are affected by this person's social interactions. |
Sow Work | |
SowTags | |
Stagger Time Multiplier | A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. |
Stat Factors | |
Stat Factors Explanation Header | |
Stat Maximum | |
Stat Minimum | |
Stonecutting Speed | Speed at which this person cuts rough stone into blocks. The type of stone being cut does not affect this speed. |
Studiable Frequency Ticks | |
Study Efficiency | A multiplier on how much knowledge a person gets when studying unnatural entities. |
Style Dominance | How much this object contributes to overall style dominance in an area. |
Subcore Encoding Speed | A multiplier on how fast a mechanitor can create subcores. |
Suppress Disabled Error | |
Suppression Power | A multiplier on a warden's ability to suppress slaves. |
Surgery Success Chance Factor | A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. |
Tailoring Speed | Speed at which this person makes clothes. |
Tame Animal Chance | The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
Terror (Source) | The intensity of terror this object induces when viewed. |
To String Number Sense | |
To String Style | |
To String Style Unfinalized | |
Toxic Environment Resistance | 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. |
Toxic Resistance | How well this creature resists toxic buildup. |
Trade Price Improvement | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
Train Animal Chance | The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
Trainable Intelligence | |
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. |
Trap Spring Chance | The likelihood that a trap will spring when an unaware creature passes over it. |
Turn Manhunter Chance When Attacked | |
Turn Manhunter Chance When Taming | |
Value If Missing | |
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. |
Wildness | |
Wool Amount | |
Wool Name | |
Work Efficiency Factor | Work efficiency is multiplied by this value. |
Work Speed Factor | Work speed is multiplied by this value. |
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. |
Work To Make | The base amount of work it takes to make an item, once all materials are gathered. |
Worker Class | |
Worker Int |