User:JuliaCat/test

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Stat Categories

DefName Label Display
Order
Display
All By
Default
Basics Basics 10 true
BasicsImportant Basics 1 true
BasicsPawnImportant Basics 2 false
BasicsNonPawnImportant Basics 2 false
BasicsPawn Basics 11 false
BasicsNonPawn Basics 12 false
AnimalProductivity animal productivity 13 false
Source content source 999 false
Apparel Apparel 30 false
Implant Implant 30 false
Weapon Weapon 40 false
Weapon_Ranged Weapon (ranged) 44 false
Weapon_Melee Weapon (melee) 48 false
Building Building 50 false
Ability Ability 60 false
Drug Drug 30 false
DrugAddiction drug addiction 110 false
Terrain terrain 13 false
EquippedStatOffsets Offsets when equipped 70 false
StuffStatFactors Multipliers when made of this 74 true
StuffStatOffsets Offsets when made of this 77 true
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true
Surgery Surgical 90 true
CapacityEffects effects 100 true
PawnCombat Combat 110 false
PawnSocial Social 120 false
PawnMisc Misc 130 false
PawnWork Work 140 false
Meditation Meditation 13 true
Genetics Genetics 200 false
Mechanoid Mechanoid 13 true
Mechanitor Mechanitor 105 true
PsychicRituals Psychic ritual 500 false
Containment Containment 600 false
Serum Serum 700 false

Stat Bases

Name Category Parameters Additional Display
Priority
In
Category
ButcherySpeedBase PawnWork
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
ButcheryEfficiencyBase PawnWork
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
4520
ArmorRatingBase 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%
-
InsulationBase Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
-
MarketValueBase BasicsImportant
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
StatParts:
  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
MeditationFocusBaseContent added by the Royalty DLC -
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
- -
ShootingAccuracyFactorBase PawnCombat
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- -
MechStatBaseContent added by the Biotech DLC
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
Mechanoid
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
- -
IntellectualSkillBase PawnWork
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true

  • Capacity Factors:
-
AccuracyBase 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%
-
DarknessCombatContent added by the Ideology DLC PawnCombat
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
MechanitorStatBaseContent added by the Biotech DLC 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

Stats

DefName
Label
label For Full Stat List
Description Category Parameters Complex
Paramaters
Display
Priority
In
Category
<defName>SmeltingSpeed</defName>

<label>smelting speed</label>

<description>The speed at which this person smelts things.\n\nSince smelting is dumb labor, smelting speed is not affected by any skill.</description> <category>PawnWork</category>

<defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

<statFactors>

  • Global Work Speed
  • </statFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4500</displayPriorityInCategory>
    <defName>GeneralLaborSpeed</defName>

    <label>general labor speed</label>

    <description>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.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <statFactors>

  • Global Work Speed
  • </statFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4999</displayPriorityInCategory>
    <defName>DrugSynthesisSpeed</defName>

    <label>drug synthesis speed</label>

    <description>How fast this character synthesizes complex chemical drugs.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <supressDisabledError>true</supressDisabledError> <disableIfSkillDisabled>Crafting</disableIfSkillDisabled>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel> <required>false</required>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>60%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4511</displayPriorityInCategory>
    <defName>CookSpeed</defName>

    <label>cooking speed</label>

    <description>The speed at which this person cooks meals.</description> <category>PawnWork</category>

    <defaultBaseValue>0%</defaultBaseValue> <noSkillOffset>20</noSkillOffset> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>

    <postProcessStatFactors>

  • Global Work Speed
  • </postProcessStatFactors> <skillNeedOffsets>
  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <scale>4</scale> <max>150%</max>
  • <capacity>Manipulation</capacity> <scale>16</scale> <max>150%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.01)
  • (0, 0.4)
  • (20, 1.6)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>4541</displayPriorityInCategory>
    <defName>FoodPoisonChance</defName>

    <label>food poison chance</label> <labelForFullStatList>food poison chance (chance to poison a meal)</labelForFullStatList>

    <description>The probability that this character will inadvertently poison a meal they cook.\n\nAnyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentTwo</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Cooking</skill> <valuesPerLevel>
  • 0.050
  • 0.040
  • 0.030
  • 0.020
  • 0.015
  • 0.010
  • 0.005
  • 0.0025
  • 0.0015
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • </valuesPerLevel> </skillNeedFactors>
    <displayPriorityInCategory>4542</displayPriorityInCategory>
    <defName>DrugCookingSpeed</defName>

    <label>drug cooking speed</label>

    <description>The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <supressDisabledError>true</supressDisabledError>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4510</displayPriorityInCategory>
    <defName>ButcheryFleshSpeed</defName>

    <label>butchery speed</label>

    <description>The speed at which this person butchers flesh creatures.</description> - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>ButcheryMechanoidSpeed</defName>

    <label>mechanoid shredding speed</label>

    <description>The speed at which this person can shred a mechanoid for resources.</description> - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>ButcheryFleshEfficiency</defName>

    <label>butchery efficiency</label>

    <description>The amount of meat produced when butchering flesh creatures.\n\nThe actual amount is also related to the creature's size.</description> - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>ButcheryMechanoidEfficiency</defName>

    <label>mechanoid shredding efficiency</label>

    <description>The amount of materials yielded when this person shreds a dead mechanoid for resources.\n\nThe actual amount is also related to the mechanoid's size.</description> - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>Ability_RequiredPsylink</defName>

    <label>psylink level</label>

    <description>The minimum psylink level required to use this ability.</description> <category>Ability</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <showIfUndefined>false</showIfUndefined>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    <displayPriorityInCategory>1005</displayPriorityInCategory>
    <defName>Ability_CastingTime</defName>

    <label>casting time</label>

    <description>How long it takes to perform this ability.</description> <category>Ability</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <formatString>{0} s</formatString> <toStringStyle>FloatOne</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    <displayPriorityInCategory>1004</displayPriorityInCategory>
    <defName>Ability_EntropyGain</defName>

    <label>neural heat gain</label>

    <description>How much neural heat will be added as a result of performing this ability.</description> <category>Ability</category>

    <defaultBaseValue>500%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    <displayPriorityInCategory>1003</displayPriorityInCategory>
    <defName>Ability_PsyfocusCost</defName>

    <label>psyfocus cost</label>

    <description>How much psyfocus must be spent to perform this ability.</description> <category>Ability</category>

    <workerClass>StatWorker_PsyfocusCost</workerClass> <toStringStyle>PercentOne</toStringStyle> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    <displayPriorityInCategory>1002</displayPriorityInCategory>
    <defName>Ability_Range</defName>

    <label>range</label>

    <description>The maximum distance to a target of this ability, or to the center of the target location.</description> <category>Ability</category>

    <defaultBaseValue>2500%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>1001</displayPriorityInCategory>
    <defName>Ability_Duration</defName>

    <label>duration</label>

    <description>How long the effects of this ability last.</description> <category>Ability</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <formatString>{0} s</formatString> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>999</displayPriorityInCategory>
    <defName>Ability_EffectRadius</defName>

    <label>effect radius</label>

    <description>The radius of the area of effect of this ability.</description> <category>Ability</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>998</displayPriorityInCategory>
    <defName>Ability_GoodwillImpact</defName>

    <label>goodwill impact</label>

    <description>How casting this ability on someone will impact relations with their faction.</description> <category>Ability</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>997</displayPriorityInCategory>
    <defName>Ability_DetectChancePerEntropy</defName>

    <label>detection chance</label>

    <description>The likelihood of this psychic power being detected when it is used.\n\nSome 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.</description> <category>Ability</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentZero</toStringStyle>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded> <statFactors>
  • Ability_EntropyGain
  • </statFactors>
    <displayPriorityInCategory>996</displayPriorityInCategory>
    <defName>StuffEffectMultiplierArmor</defName>

    <label>Armor - Material effect multiplier</label>

    - <category>Apparel</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <alwaysHide>true</alwaysHide>

    - <displayPriorityInCategory>1</displayPriorityInCategory>
    <defName>StuffEffectMultiplierInsulation_Cold</defName>

    <label>Insulation - Cold - Material effect multiplier</label>

    - <category>Apparel</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <alwaysHide>true</alwaysHide>

    - <displayPriorityInCategory>2</displayPriorityInCategory>
    <defName>StuffEffectMultiplierInsulation_Heat</defName>

    <label>Insulation - Heat - Material effect multiplier</label>

    - <category>Apparel</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <alwaysHide>true</alwaysHide>

    - <displayPriorityInCategory>3</displayPriorityInCategory>
    <defName>ArmorRating_Sharp</defName>

    <label>Armor - Sharp</label> <labelForFullStatList>Armor - Sharp (armor stat)</labelForFullStatList>

    <description>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.</description>

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Sharp</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    <displayPriorityInCategory>100</displayPriorityInCategory>
    <defName>ArmorRating_Blunt</defName>

    <label>Armor - Blunt</label> <labelForFullStatList>Armor - Blunt (armor stat)</labelForFullStatList>

    <description>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.</description>

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Blunt</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    <displayPriorityInCategory>99</displayPriorityInCategory>
    <defName>ArmorRating_Heat</defName>

    <label>Armor - Heat</label> <labelForFullStatList>Armor - Heat (armor stat)</labelForFullStatList>

    <description>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.</description>

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Heat</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    <displayPriorityInCategory>98</displayPriorityInCategory>
    <defName>Insulation_Cold</defName>

    <label>Insulation - Cold</label> <labelForFullStatList>Insulation - Cold (armor stat)</labelForFullStatList>

    <description>How much this apparel improves a wearer's minimum comfortable temperature.\n\nGreater values allow surviving in colder temperatures.</description> -

    <cacheable>true</cacheable>

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Insulation_Cold</stuffPowerStat> <multiplierStat>StuffEffectMultiplierInsulation_Cold</multiplierStat>
  • </parts>
    <displayPriorityInCategory>90</displayPriorityInCategory>
    <defName>Insulation_Heat</defName>

    <label>Insulation - Heat</label> <labelForFullStatList>Insulation - Heat (armor stat)</labelForFullStatList>

    <description>How much this apparel improves a wearer's maximum comfortable temperature.\n\nGreater values allow surviving in warmer temperatures.</description> - -

    <parts>

    • StatPart_Stuff:
  • <priority>100</priority> <stuffPowerStat>StuffPower_Insulation_Heat</stuffPowerStat> <multiplierStat>StuffEffectMultiplierInsulation_Heat</multiplierStat>
  • </parts>
    <displayPriorityInCategory>89</displayPriorityInCategory>
    <defName>EnergyShieldEnergyMax</defName>

    <label>Shield max energy</label>

    <description>The maximum energy a shield can have at one time.\n\nMore energy absorbs more damage.</description> <category>Apparel</category>

    <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.6</factorAwful> <factorPoor>0.8</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.2</factorGood> <factorExcellent>1.4</factorExcellent> <factorMasterwork>1.7</factorMasterwork> <factorLegendary>2.1</factorLegendary>
  • </parts>
    <displayPriorityInCategory>70</displayPriorityInCategory>
    <defName>EnergyShieldRechargeRate</defName>

    <label>Shield recharge rate</label>

    <description>The rate at which a shield gains energy as long as it is not broken.</description> <category>Apparel</category>

    <minValue>0%</minValue> <defaultBaseValue>45%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <formatString>{0}/s</formatString> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.9</factorAwful> <factorPoor>0.95</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.05</factorGood> <factorExcellent>1.1</factorExcellent> <factorMasterwork>1.2</factorMasterwork> <factorLegendary>1.3</factorLegendary>
  • </parts>
    <displayPriorityInCategory>69</displayPriorityInCategory>
    <defName>PackRadius</defName>

    <label>Effect radius</label>

    <description>The area affected when this pack detonates.</description> <category>Apparel</category>

    <minValue>0%</minValue> <toStringStyle>FloatOne</toStringStyle> <formatString>{0} c</formatString> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.84</factorAwful> <factorPoor>0.92</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.08</factorGood> <factorExcellent>1.16</factorExcellent> <factorMasterwork>1.3</factorMasterwork> <factorLegendary>1.5</factorLegendary>
  • </parts>
    <displayPriorityInCategory>60</displayPriorityInCategory>
    <defName>EquipDelay</defName>

    <label>equip delay</label>

    <description>The time it takes to equip and unequip this item.</description> <category>Apparel</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatMaxOne</toStringStyle> <formatString>{0} s</formatString> <showOnPawns>false</showOnPawns>

    - <displayPriorityInCategory>50</displayPriorityInCategory>
    <defName>MaxHitPoints</defName>

    <label>max hit points</label>

    <description>The maximum hit points of an object.\n\nThis represents how much damage it can take before being destroyed.</description> <category>BasicsNonPawnImportant</category>

    <defaultBaseValue>10000%</defaultBaseValue> <minValue>100%</minValue> <roundValue>true</roundValue> <toStringStyle>Integer</toStringStyle> <roundToFiveOver>200</roundToFiveOver> <showNonAbstract>true</showNonAbstract> <scenarioRandomizable>true</scenarioRandomizable> <showOnPawns>false</showOnPawns>

    - <displayPriorityInCategory>99997</displayPriorityInCategory>
    <defName>Mass</defName>

    <label>mass</label>

    <description>The physical mass of an object.</description> <category>Basics</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatTwoOrThree</toStringStyle> <formatString>{0} kg</formatString> <minifiedThingInherits>true</minifiedThingInherits> <showOnUnhaulables>false</showOnUnhaulables>

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_GearAndInventoryMass
  • StatPart_UnfinishedThingIngredientsMass
  • StatPart_AddedBodyPartsMass
  • </parts>
    <displayPriorityInCategory>1500</displayPriorityInCategory>
    <defName>MarketValue</defName>

    <label>market value</label>

    <description>The market value of an object.\n\nThe actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.</description> - -

    <parts>

  • StatPart_Health"> <curve> <points>
  • (0.0, 0.0)
  • (0.5, 0.1)
  • (0.6, 0.5)
  • (0.9, 1.0)
  • </points> </curve>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3,0.5)
  • (13,0.9)
  • (18,1)
  • </points> </curve> </parts>
    -
    <defName>MarketValueIgnoreHp</defName>

    <label>market value ignoring hitpoints</label>

    - -

    <alwaysHide>true</alwaysHide>

    - -
    <defName>SellPriceFactor</defName>

    <label>sell price multiplier</label>

    <description>A multiplier on the price at which you can sell items.</description> <category>BasicsNonPawn</category>

    <showIfUndefined>false</showIfUndefined> <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showOnUntradeables>false</showOnUntradeables>

    - <displayPriorityInCategory>2509</displayPriorityInCategory>
    <defName>RoyalFavorValue</defName>

    <label>honor value</label>

    <description>The amount of honor your trader will earn for giving this to a tribute collector.</description> <category>BasicsImportant</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatMaxThree</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    - <displayPriorityInCategory>2508</displayPriorityInCategory>
    <defName>Flammability</defName>

    <label>flammability</label>

    <description>How easily an object catches fire and how quickly a fire will grow as it burns.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <maxValue>2</maxValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable> <minifiedThingInherits>true</minifiedThingInherits>

    - <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>WorkToMake</defName>

    <label>work to make</label>

    <description>The base amount of work it takes to make an item, once all materials are gathered.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>WorkAmount</toStringStyle> <roundToFiveOver>300</roundToFiveOver> <showIfUndefined>false</showIfUndefined> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>3100</displayPriorityInCategory>
    <defName>DeteriorationRate</defName>

    <label>deterioration rate</label>

    <description>The rate at which this item deteriorates when left outside, in average hit points per day.\n\nDeterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.</description> <category>BasicsNonPawn</category>

    <showIfUndefined>false</showIfUndefined> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatTwo</toStringStyle> <formatString>{0} / day</formatString> <scenarioRandomizable>true</scenarioRandomizable>

    <parts>

  • StatPart_Quality"> <factorAwful>2</factorAwful> <factorPoor>1.5</factorPoor> <factorNormal>1</factorNormal> <factorGood>0.8</factorGood> <factorExcellent>0.6</factorExcellent> <factorMasterwork>0.3</factorMasterwork> <factorLegendary>0.1</factorLegendary>
  • StatPart_EnvironmentalEffects"> <factorOffsetUnroofed>0.5</factorOffsetUnroofed> <factorOffsetOutdoors>0.5</factorOffsetOutdoors> <protectedByEdificeFactor>0</protectedByEdificeFactor>
  • StatPart_Pollution" MayRequire="Ludeon.RimWorld.Biotech"> <multiplier>1.5</multiplier>
  • StatPart_NoxiousHaze" MayRequire="Ludeon.RimWorld.Biotech"> <multiplier>3</multiplier>
  • StatPart_ToxicFallout"> <multiplier>3</multiplier>
  • StatPart_NearHarbingerTree" MayRequire="Ludeon.RimWorld.Anomaly"> <multiplier>2</multiplier>
  • StatPart_ShamblerCorpse" MayRequire="Ludeon.RimWorld.Anomaly"> <multiplier>5</multiplier>
  • </parts>
    <displayPriorityInCategory>2500</displayPriorityInCategory>
    <defName>Beauty</defName>

    <label>beauty</label>

    <description>How enjoyable an object is to look at.\n\nBeautiful objects fulfill characters' need for beauty.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>-100000%</minValue> <hideAtValue>0%</hideAtValue> <roundValue>true</roundValue> <toStringStyle>Integer</toStringStyle> <roundToFiveOver>100</roundToFiveOver> <applyFactorsIfNegative>false</applyFactorsIfNegative>

    <parts>

  • StatPart_Quality"> <factorAwful>-0.1</factorAwful> <factorPoor>0.5</factorPoor> <factorNormal>1</factorNormal> <factorGood>2</factorGood> <factorExcellent>3</factorExcellent> <factorMasterwork>5</factorMasterwork> <factorLegendary>8</factorLegendary>
  • StatPart_ContentsBeauty
  • </parts>
    <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>BeautyOutdoors</defName>

    <label>outdoor beauty</label>

    <description>How enjoyable something is to look at if it's outside.\n\nBeautiful objects fulfill peoples' need for beauty.</description> - - - -
    <defName>Cleanliness</defName>

    <label>cleanliness</label>

    <description>How much an object contributes to an area's cleanliness score.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <maxValue>1000</maxValue> <minValue>-100000%</minValue> <hideAtValue>0%</hideAtValue> <toStringStyle>FloatOne</toStringStyle> <applyFactorsIfNegative>false</applyFactorsIfNegative>

    - <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>Comfort</defName>

    <label>comfort</label>

    <description>How comfortable an object is to sit or lay on.\n\nUsing comfortable objects fulfills a character's need for comfort.</description> <category>BasicsNonPawn</category>

    <showIfUndefined>false</showIfUndefined> <defaultBaseValue>0%</defaultBaseValue> <maxValue>1000</maxValue> <minValue>-100000%</minValue> <toStringStyle>FloatTwo</toStringStyle> <applyFactorsIfNegative>false</applyFactorsIfNegative>

    <parts>

  • StatPart_Quality"> <factorAwful>0.76</factorAwful> <factorPoor>0.88</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.12</factorGood> <factorExcellent>1.24</factorExcellent> <factorMasterwork>1.45</factorMasterwork> <factorLegendary>1.7</factorLegendary>
  • </parts>
    <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>Nutrition</defName>

    <label>nutrition</label>

    <description>How nutritious this food is.</description> <category>BasicsNonPawnImportant</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined> <toStringStyle>FloatTwo</toStringStyle>

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_PlantGrowthNutritionFactor
  • StatPart_IsFlesh
  • StatPart_IsCorpseFresh
  • </parts>
    <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>FoodPoisonChanceFixedHuman</defName>

    <label>food poison chance</label> <labelForFullStatList>food poison chance (food stat)</labelForFullStatList>

    <description>The chance this food will cause food poisoning.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentZero</toStringStyle>

    <parts>

  • StatPart_MaxChanceIfRotting
  • </parts>
    <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>ShootingAccuracyTurret</defName>

    <label>shooting accuracy</label> <labelForFullStatList>shooting accuracy (turrets)</labelForFullStatList>

    <description>Base chance to not miss per cell of shot distance.\n\nChance 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.</description> <category>BasicsNonPawn</category>

    <workerClass>StatWorker_ShootingAccuracy</workerClass> <defaultBaseValue>96%</defaultBaseValue> <toStringStyle>PercentOne</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>MedicalPotency</defName>

    <label>medical potency</label>

    <description>How effective this is when used to tend wounds and diseases, or do surgery.\n\nHigher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.\nMedical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.</description> <category>BasicsNonPawnImportant</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>20%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>MedicalQualityMax</defName>

    <label>medical tend quality maximum</label>

    <description>The maximum quality of medical tending that can be achieved while using this.\n\nBetter tend quality allows skilled doctors to treat wounds better, as well as more reliably.</description> <category>BasicsNonPawnImportant</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4010</displayPriorityInCategory>
    <defName>ConstructionSpeedFactor</defName>

    <label>construction speed</label> <labelForFullStatList>construction speed (material factor)</labelForFullStatList>

    <description>The speed at which buildings made of this are constructed is multiplied by this value.\n\nSome materials, like stone, are slow to build from, while others, like wood, are fast.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <hideAtValue>100%</hideAtValue>

    - <displayPriorityInCategory>2500</displayPriorityInCategory>
    <defName>MeditationFocusStrength</defName>

    <label>meditation psyfocus bonus</label>

    <description>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.\n\nFor some objects, this number can change depending on the surroundings and the person doing the meditating.</description>

    <workerClass>StatWorker_PossibleCompOffsets</workerClass>

    <category>Meditation</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined> <showZeroBaseValue>true</showZeroBaseValue>

    - <displayPriorityInCategory>4010</displayPriorityInCategory>
    <defName>PsychicSensitivityOffset</defName>

    <label>psychic sensitivity offset</label>

    <description>An offset applied to the user's psychic sensitivity.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns> <cacheable>true</cacheable>

    <parts>

  • StatPart_Quality"> <factorAwful>0.5</factorAwful> <factorPoor>0.66</factorPoor> <factorNormal>0.83</factorNormal> <factorGood>1.0</factorGood> <factorExcellent>1.16</factorExcellent> <factorMasterwork>1.32</factorMasterwork> <factorLegendary>1.5</factorLegendary> <applyToNegativeValues>true</applyToNegativeValues>
  • </parts>
    <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>PsychicSensitivityFactor</defName>

    <label>psychic sensitivity factor</label>

    <description>A factor applied to the user's psychic sensitivity.</description> <category>Basics</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns>

    - <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>PsychicEntropyMaxOffset</defName>

    <label>neural heat limit offset</label>

    <description>An offset applied to the user's neural heat limit.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>FloatOne</toStringStyle> <showOnAnimals>false</showOnAnimals> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns>

    <showIfModsLoaded>

  • ludeon.rimworld.royalty
  • </showIfModsLoaded> <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    <displayPriorityInCategory>3525</displayPriorityInCategory>
    <defName>PsychicEntropyRecoveryRateOffset</defName>

    <label>neural heat recovery rate offset</label>

    <description>An offset applied to the user's neural heat recovery rate.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <formatString>{0}/s</formatString> <toStringStyle>FloatTwo</toStringStyle> <showOnAnimals>false</showOnAnimals> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns>

    <showIfModsLoadedAny>

  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    <displayPriorityInCategory>3550</displayPriorityInCategory>
    <defName>FilthMultiplier</defName>

    <label>filth multiplier</label>

    <description>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.</description> <category>Terrain</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <showOnPawns>false</showOnPawns> <toStringStyle>PercentZero</toStringStyle>

    - -
    <defName>CleaningTimeFactor</defName>

    <label>cleaning time multiplier</label>

    <description>A multiplier on how long it takes to clean filth from this surface.</description> <category>Terrain</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0.1%</minValue> <showOnPawns>false</showOnPawns> <toStringStyle>PercentZero</toStringStyle>

    - -
    <defName>WorkToBuild</defName>

    <label>work to build</label>

    <description>The base amount of work it takes to build a structure, once all materials are gathered.\n\nThe work required to deconstruct the structure is also based on this.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>WorkAmount</toStringStyle> <roundToFiveOver>300</roundToFiveOver> <showIfUndefined>false</showIfUndefined> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>3101</displayPriorityInCategory>
    <defName>DoorOpenSpeed</defName>

    <label>door opening speed</label>

    <description>The speed at which the door opens when unpowered.\n\nSlow doors will slow down everyone who uses them.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>20%</minValue> <toStringStyle>PercentZero</toStringStyle>

    - <displayPriorityInCategory>3102</displayPriorityInCategory>
    <defName>BedRestEffectiveness</defName>

    <label>rest effectiveness</label>

    <description>How fast people sleeping on this gain rest.</description> <category>Building</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>40%</minValue> <valueIfMissing>0.8</valueIfMissing> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.86</factorAwful> <factorPoor>0.92</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.08</factorGood> <factorExcellent>1.14</factorExcellent> <factorMasterwork>1.25</factorMasterwork> <factorLegendary>1.6</factorLegendary>
  • </parts>
    <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>TrapMeleeDamage</defName>

    <workerClass>StatWorker_MeleeDamageAmountTrap</workerClass> <label>trap melee damage</label>

    <description>How much damage this trap does on average per hit. Each trap hits multiple times.\n\nThe actual damage in any instance will vary randomly.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>100%</minValue> <toStringStyle>Integer</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>5001</displayPriorityInCategory>
    <defName>TrapSpringChance</defName>

    <label>trap spring chance</label>

    <description>The likelihood that the trap will spring when an unaware creature passes over it.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>5000</displayPriorityInCategory>
    <defName>ResearchSpeedFactor</defName>

    <label>research speed factor</label>

    <description>The speed at which people do research is multiplied by this value.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>25%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Outdoors"> <factorIndoors>1.00</factorIndoors> <factorOutdoors>0.75</factorOutdoors>
  • StatPart_WorkTableTemperature
  • StatPart_RoomStat"> <roomStat>ResearchSpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • StatPart_RoomStat"> <roomStat>ReadingBonus</roomStat> <customLabel>Reading bonus</customLabel>
  • </parts>
    <displayPriorityInCategory>1000</displayPriorityInCategory>
    <defName>MedicalTendQualityOffset</defName>

    <label>medical tend quality offset</label>

    <description>Medical tend quality is offset by this value.</description> <category>Building</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <hideAtValue>0%</hideAtValue>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>ImmunityGainSpeedFactor</defName>

    <label>immunity gain speed factor</label>

    <description>Immunity gain speed is multiplied by this value.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>50%</minValue> <toStringStyle>PercentZero</toStringStyle> <hideAtValue>100%</hideAtValue>

    - <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>PowerPlantMaxPowerOuput</defName>

    <workerClass>StatWorker_MaxPowerOutput</workerClass> <label>max power output</label>

    <description>The maximum power that this generator can output in ideal conditions.</description> <category>Building</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>Integer</toStringStyle> <showOnNonPowerPlants>false</showOnNonPowerPlants>

    - <displayPriorityInCategory>1000</displayPriorityInCategory>
    <defName>WorkTableWorkSpeedFactor</defName>

    <label>work speed factor</label>

    <description>Work speed is multiplied by this value.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <showOnNonWorkTables>false</showOnNonWorkTables>

    <parts>

  • StatPart_WorkTableUnpowered
  • StatPart_WorkTableTemperature
  • StatPart_WorkTableOutdoors
  • </parts>
    <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>WorkTableEfficiencyFactor</defName>

    <label>work efficiency factor</label>

    <description>Work efficiency is multiplied by this value.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <showOnNonWorkTables>false</showOnNonWorkTables> <hideAtValue>100%</hideAtValue>

    - <displayPriorityInCategory>3000</displayPriorityInCategory>
    <defName>JoyGainFactor</defName>

    <label>recreation power</label>

    <description>How effectively this item entertains people and fulfills the need for recreation.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>30%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.76</factorAwful> <factorPoor>0.88</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.12</factorGood> <factorExcellent>1.24</factorExcellent> <factorMasterwork>1.4</factorMasterwork> <factorLegendary>1.8</factorLegendary>
  • </parts>
    <displayPriorityInCategory>4010</displayPriorityInCategory>
    <defName>SurgerySuccessChanceFactor</defName>

    <label>surgery success chance factor</label>

    <description>A multiplier to the chance that a surgery will succeed when performed here.\n\nSurgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.</description>

    <workerClass>StatWorker_SurgerySuccessChanceFactor</workerClass>

    <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <parts>

  • StatPart_RoomStat"> <roomStat>SurgerySuccessChanceCleanlinessFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • StatPart_Glow"> <factorFromGlowCurve> <points>
  • (0,0.75)
  • (0.50,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_Outdoors"> <factorIndoors>1</factorIndoors> <factorOutdoors>0.85</factorOutdoors>
  • StatPart_Quality"> <factorAwful>0.90</factorAwful> <factorPoor>0.95</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.05</factorGood> <factorExcellent>1.1</factorExcellent> <factorMasterwork>1.15</factorMasterwork> <factorLegendary>1.3</factorLegendary>
  • </parts>
    <displayPriorityInCategory>4100</displayPriorityInCategory>
    <defName>RoomReadingBonus</defName>

    <label>reading bonus</label>

    <description>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.</description>

    <workerClass>StatWorker_RoomReadingBonus</workerClass>

    <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>100%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <parts>

  • StatPart_RoomStat"> <roomStat>ReadingBonus</roomStat> <customLabel>Reading bonus</customLabel>
  • </parts>
    <displayPriorityInCategory>4200</displayPriorityInCategory>
    <defName>MeleeDPS</defName>

    <workerClass>StatWorker_MeleeDPS</workerClass> <label>melee DPS</label>

    <description>Average damage per second in melee combat.\n\nThis stat ignores target defenses like dodging and armor.</description> <category>PawnCombat</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatTwo</toStringStyle> <forInformationOnly>true</forInformationOnly> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>

    - <displayPriorityInCategory>5100</displayPriorityInCategory>
    <defName>MeleeDamageFactor</defName>

    <label>melee damage factor</label>

    <description>A multiplier on the amount of melee damage inflicted by this person.</description> <category>PawnCombat</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>0.01%</minValue>

    <parts>

    • StatPart_ShamblerCrawling Content added by the Anomaly DLC:
  • <factor>0.75</factor>
  • </parts>
    <displayPriorityInCategory>5200</displayPriorityInCategory>
    <defName>MeleeCooldownFactor</defName>

    <label>melee cooldown</label>

    <description>A multiplier on the time this creature takes to recover after making a melee attack.</description> <category>PawnCombat</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>5%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>5201</displayPriorityInCategory>
    <defName>MeleeArmorPenetration</defName>

    <workerClass>StatWorker_MeleeArmorPenetration</workerClass> <label>melee armor penetration</label>

    <description>Average armor penetration of all attacks in melee combat.\n\nThis stat includes currently used weapon.</description> <category>PawnCombat</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <forInformationOnly>true</forInformationOnly> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>

    - <displayPriorityInCategory>4100</displayPriorityInCategory>
    <defName>MeleeHitChance</defName>

    <label>melee hit chance</label>

    <description>Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit.</description> <category>PawnCombat</category>

    <neverDisabled>true</neverDisabled> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showOnPawns>false</showOnPawns> <toStringStyle>PercentZero</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized> <finalizeEquippedStatOffset>false</finalizeEquippedStatOffset> <noSkillOffset>4</noSkillOffset>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Melee</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Manipulation</capacity> <scale>12</scale> <max>150%</max>
  • <capacity>Sight</capacity> <scale>12</scale> <max>150%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.05)
  • (-10, 0.10)
  • (0.0, 0.50)
  • (10, 0.80)
  • (20, 0.90)
  • (40, 0.96)
  • (60, 0.98)
  • </points> </postProcessCurve> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.05)
  • (12,0.8)
  • (13,1)
  • </points> </curve> </parts>
    <displayPriorityInCategory>4100</displayPriorityInCategory>
    <defName>MeleeDodgeChance</defName>

    <label>melee dodge chance</label>

    <description>Chance to dodge a melee attack that would've otherwise hit.\n\nCharacters will not dodge while aiming or firing a ranged weapon.</description> <category>PawnCombat</category>

    <neverDisabled>true</neverDisabled> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized> <noSkillOffset>0</noSkillOffset> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Melee</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Moving</capacity> <scale>18</scale>
  • <capacity>Sight</capacity> <scale>8</scale> <max>140%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (5, 0)
  • (20, 0.30)
  • (60, 0.50)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>4100</displayPriorityInCategory>
    <defName>RangedCooldownFactor</defName>

    <label>ranged cooldown multiplier</label>

    <description>A multiplier on the cooldown between bursts when using a ranged weapon.</description> <category>PawnCombat</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <hideAtValue>100%</hideAtValue>

    - <displayPriorityInCategory>1205</displayPriorityInCategory>
    <defName>ShootingAccuracyPawn</defName>

    <label>shooting accuracy</label> <labelForFullStatList>shooting accuracy (people)</labelForFullStatList>

    <description>Base chance to not miss per cell of shot distance.\n\nChance to hit is also affected by many other factors.\n\nA hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.</description> <category>PawnCombat</category>

    <workerClass>StatWorker_ShootingAccuracy</workerClass> <showOnAnimals>false</showOnAnimals> <showOnEntities>false</showOnEntities> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentOne</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized> <finalizeEquippedStatOffset>false</finalizeEquippedStatOffset> <noSkillOffset>8</noSkillOffset>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <scale>12</scale> <max>200%</max>
  • <capacity>Manipulation</capacity> <scale>8</scale> <max>100%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.70)
  • (-10, 0.80)
  • (-6, 0.83)
  • (-4, 0.85)
  • (-2, 0.87)
  • (0, 0.89)
  • (2, 0.93)
  • (4, 0.94)
  • (6, 0.95)
  • (8, 0.96)
  • (10, 0.97)
  • (12, 0.975)
  • (14, 0.98)
  • (16, 0.98333)
  • (18, 0.98666)
  • (20, 0.99)
  • (22, 0.9925)
  • (26, 0.995)
  • (30, 0.9965)
  • (40, 0.998)
  • (60, 0.999)
  • </points> </postProcessCurve> <postProcessStatFactors>
  • ShootingAccuracyChildFactor
  • </postProcessStatFactors>
    <displayPriorityInCategory>4050</displayPriorityInCategory>
    <defName>ShootingAccuracyFactor_Touch</defName>

    <label>accuracy factor (close)</label>

    <description>A multiplier on accuracy at a distance of 3 cells or less.</description> - - - <displayPriorityInCategory>4049</displayPriorityInCategory>
    <defName>ShootingAccuracyFactor_Short</defName>

    <label>accuracy factor (short)</label>

    <description>A multiplier on accuracy at a distance of 12 cells.</description> - - - <displayPriorityInCategory>4048</displayPriorityInCategory>
    <defName>ShootingAccuracyFactor_Medium</defName>

    <label>accuracy factor (medium)</label>

    <description>A multiplier on accuracy at a distance of 25 cells.</description> - - - <displayPriorityInCategory>4047</displayPriorityInCategory>
    <defName>ShootingAccuracyFactor_Long</defName>

    <label>accuracy factor (long)</label>

    <description>A multiplier on accuracy at a distance of 40 cells or more.</description> - - <displayPriorityInCategory>4046</displayPriorityInCategory>
    <defName>AimingDelayFactor</defName>

    <label>aiming time</label>

    <description>How long it takes to shoot after choosing a target.</description> <category>PawnCombat</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnEntities>false</showOnEntities> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>

    <parts>

  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,1.8)
  • (12,1.1)
  • (13,1)
  • </points> </curve> </parts>
    <displayPriorityInCategory>4040</displayPriorityInCategory>
    <defName>MortarMissRadiusFactor</defName>

    <label>Mortar miss radius multiplier</label> <labelForFullStatList>Mortar miss radius multiplier</labelForFullStatList>

    <description>A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.</description> <category>PawnCombat</category>

    <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized> <finalizeEquippedStatOffset>false</finalizeEquippedStatOffset> <noSkillOffset>0</noSkillOffset>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>20%</baseValue> <bonusPerLevel>-2.5%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <max>100%</max> <scale>-1</scale>
  • <capacity>Manipulation</capacity> <scale>-0.5</scale>
  • </capacityOffsets>
    <displayPriorityInCategory>4060</displayPriorityInCategory>
    <defName>PawnTrapSpringChance</defName>

    <label>trap spring chance</label>

    <description>Chance to spring a trap the character is unaware of.</description> <category>PawnCombat</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4047</displayPriorityInCategory>
    <defName>IncomingDamageFactor</defName>

    <label>incoming damage multiplier</label>

    <description>A multiplier on all incoming damage.</description> <category>PawnCombat</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle>

    - <displayPriorityInCategory>4048</displayPriorityInCategory>
    <defName>StaggerDurationFactor</defName>

    <label>stagger time multiplier</label>

    <description>A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.</description> <category>PawnCombat</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>100%</hideAtValue>

    - <displayPriorityInCategory>1200</displayPriorityInCategory>
    <defName>MoveSpeed</defName>

    <label>move speed</label>

    <description>Speed of movement in cells per second.</description> <category>BasicsPawn</category>

    <defaultBaseValue>300%</defaultBaseValue> <minValue>15%</minValue> <toStringStyle>FloatTwo</toStringStyle> <formatString>{0} c/s</formatString> <scenarioRandomizable>true</scenarioRandomizable>

    <capacityFactors>

  • <capacity>Moving</capacity> <weight>100%</weight>
  • </capacityFactors> <parts>
  • StatPart_Glow"> <humanlikeOnly>true</humanlikeOnly> <factorFromGlowCurve> <points>
  • (0,0.80)
  • (0.30,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_RevenantSpeed Content added by the Anomaly DLC
  • </parts>
    <displayPriorityInCategory>2500</displayPriorityInCategory>
    <defName>CrawlSpeed</defName>

    <label>crawl speed</label>

    <description>Speed of crawling in cells per second.</description> <category>BasicsPawn</category>

    <defaultBaseValue>60%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatTwo</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <formatString>{0} c/s</formatString>

    <capacityFactors>

  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>2499</displayPriorityInCategory>
    <defName>MentalBreakThreshold</defName>

    <label>mental break threshold</label>

    <description>As long as someone's mood is below this level, they are in danger of having a mental break.\n\nThe severity of the mental break will depend on how far below the threshold they are.</description> <category>BasicsPawn</category>

    <defaultBaseValue>35%</defaultBaseValue> <minValue>1%</minValue> <maxValue>0.50</maxValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>PsychicSensitivity</defName>

    <label>psychic sensitivity</label>

    <description>More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <minValue>0%</minValue> <scenarioRandomizable>true</scenarioRandomizable> <cacheable>true</cacheable>

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>PsychicSensitivityOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • StatPart_GearStatFactor"> <apparelStat>PsychicSensitivityFactor</apparelStat> <includeWeapon>true</includeWeapon>
  • StatPart_SightPsychicSensitivityOffset
  • StatPart_BlindPsychicSensitivityOffset" MayRequire="Ludeon.RimWorld.Ideology
  • </parts>
    <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>ToxicResistance</defName>

    <label>toxic resistance</label>

    <description>How well this creature resists toxic buildup.</description> <category>BasicsPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <maxValue>1</maxValue> <toStringStyle>PercentZero</toStringStyle>

    - <displayPriorityInCategory>3451</displayPriorityInCategory>
    <defName>GlobalLearningFactor</defName>

    <label>global learning factor</label>

    <description>A multiplier on the learning rate for all skills.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <hideAtValue>100%</hideAtValue> <minValue>0%</minValue> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>BedHungerRateFactor</defName>

    <label>bed hunger rate multiplier</label>

    - -

    <alwaysHide>true</alwaysHide> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue>

    - -
    <defName>RestRateMultiplier</defName>

    <label>rest rate multiplier</label>

    <description>A multiplier on how quickly a creature rests while sleeping.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <hideAtValue>100%</hideAtValue> <minValue>5%</minValue> <scenarioRandomizable>true</scenarioRandomizable> <showOnMechanoids>false</showOnMechanoids>

    <capacityFactors>

  • <capacity>Blood Pumping</capacity> <weight>30%</weight>
  • <capacity>Metabolism</capacity> <weight>30%</weight>
  • <capacity>Breathing</capacity> <weight>30%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>2501</displayPriorityInCategory>
    <defName>EatingSpeed</defName>

    <label>eating speed</label>

    <description>A multiplier on eating speed.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <hideAtValue>100%</hideAtValue> <minValue>15%</minValue> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities>

    <capacityFactors>

  • <capacity>Eating</capacity> <weight>95%</weight>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>1000</displayPriorityInCategory>
    <defName>ComfyTemperatureMin</defName>

    <label>min comfortable temperature</label>

    <description>Below this temperature, characters will be unhappy.\n\nSignificantly below this temperature, they will develop hypothermia and frostbite and eventually die.</description> <category>BasicsPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>Temperature</toStringStyle> <minValue>-200000%</minValue> <maxValue>2000</maxValue> <scenarioRandomizable>true</scenarioRandomizable> <cacheable>true</cacheable>

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>Insulation_Cold</apparelStat> <subtract>true</subtract>
  • </parts>
    <displayPriorityInCategory>2010</displayPriorityInCategory>
    <defName>ComfyTemperatureMax</defName>

    <label>max comfortable temperature</label>

    <description>Above this temperature, characters will be unhappy.\n\nSignificantly above this temperature, they will develop heatstroke and eventually die.</description> <category>BasicsPawn</category>

    <defaultBaseValue>4000%</defaultBaseValue> <toStringStyle>Temperature</toStringStyle> <minValue>-200000%</minValue> <maxValue>2000</maxValue> <scenarioRandomizable>true</scenarioRandomizable> <cacheable>true</cacheable>

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>Insulation_Heat</apparelStat>
  • </parts>
    <displayPriorityInCategory>2010</displayPriorityInCategory>
    <defName>ImmunityGainSpeed</defName>

    <label>immunity gain speed</label>

    <description>The speed at which this character gains immunity to diseases.\n\nIf this is too slow, the character will die from a disease before developing immunity.</description> <category>BasicsPawn</category>

    <showOnEntities>false</showOnEntities> <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable> <showOnMechanoids>false</showOnMechanoids>

    <capacityFactors>

  • <capacity>Blood Filtration</capacity> <weight>50%</weight>
  • </capacityFactors> <parts>
  • StatPart_Food"> <factorUrgentlyHungry>0.9</factorUrgentlyHungry> <factorStarving>0.7</factorStarving>
  • StatPart_Rest"> <factorTired>0.96</factorTired> <factorVeryTired>0.92</factorVeryTired> <factorExhausted>0.8</factorExhausted>
  • StatPart_BedStat"> <stat>ImmunityGainSpeedFactor</stat>
  • StatPart_Resting"> <factor>1.1</factor>
  • StatPart_Age"> <curve> <points>
  • (0.65,1)
  • (0.8,0.95)
  • (1.0,0.9)
  • (1.2,0.8)
  • (1.5,0.5)
  • </points> </curve> </parts>
    <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>InjuryHealingFactor</defName>

    <label>injury healing factor</label>

    <description>The multiplier applied to a person's injury healing rate.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <minValue>0%</minValue> <hideAtValue>100%</hideAtValue>

    <parts>

    • StatPart_Deathresting Content added by the Biotech DLC
  • <factor>5</factor>
  • </parts>
    <displayPriorityInCategory>2201</displayPriorityInCategory>
    <defName>CarryingCapacity</defName>

    <label>carrying capacity</label>

    <description>The amount of stuff this creature can carry in its hands, mouth, or other manipulators.\n\nThis is separate from the ability to carry cargo on long cross-world trips.</description> <category>BasicsPawn</category>

    <showOnEntities>false</showOnEntities> <defaultBaseValue>7500%</defaultBaseValue> <minValue>100%</minValue> <toStringStyle>Integer</toStringStyle>

    <parts>

  • StatPart_BodySize
  • </parts> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>2203</displayPriorityInCategory>
    <defName>MeatAmount</defName>

    <label>meat amount</label>

    <description>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.</description> <category>BasicsPawn</category>

    <defaultBaseValue>14000%</defaultBaseValue> <workerClass>StatWorker_MeatAmount</workerClass> <minValue>0%</minValue> <showOnMechanoids>false</showOnMechanoids> <toStringStyle>Integer</toStringStyle>

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_NotCarefullySlaughtered"
  • <factor>0.66</factor>
  • StatPart_Difficulty_ButcherYield
  • StatPart_Malnutrition
  • <curve> <points>
  • <loc> <x>0</x> <y>1</y> </loc>
  • <loc> <x>1</x> <y>0.4</y> </loc>
  • </points> </curve> </parts> <postProcessCurve> <points>
  • (0,0)
  • (5,14)
  • (40,40)
  • (100000,100000)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>3552</displayPriorityInCategory>
    <defName>LeatherAmount</defName>

    <label>leather amount</label>

    <description>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.</description> <category>BasicsPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <workerClass>StatWorker_LeatherAmount</workerClass> <minValue>0%</minValue> <toStringStyle>Integer</toStringStyle> <hideAtValue>0%</hideAtValue>

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_NotCarefullySlaughtered"> <factor>0.66</factor>
  • </parts> <postProcessCurve> <points>
  • (0,0)
  • (5,14)
  • (40,40)
  • (100000,100000)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>3551</displayPriorityInCategory>
    <defName>MinimumHandlingSkill</defName>

    <workerClass>StatWorker_MinimumHandlingSkill</workerClass> <label>minimum handling skill</label>

    <description>This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.</description> <category>BasicsPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <roundValue>true</roundValue> <toStringStyle>Integer</toStringStyle> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <showOnNonWildManHumanlikes>false</showOnNonWildManHumanlikes>

    <parts>

  • StatPart_WildManOffset"> <offset>7</offset>
  • </parts>
    <displayPriorityInCategory>1500</displayPriorityInCategory>
    <defName>PainShockThreshold</defName>

    <label>pain shock threshold</label>

    <description>The pain level at which this creature is downed from pain.</description> <category>BasicsPawn</category>

    <minValue>1%</minValue> <maxValue>0.99</maxValue> <defaultBaseValue>80%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnMechanoids>false</showOnMechanoids>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>ForagedNutritionPerDay</defName>

    <label>foraged food amount</label>

    <description>The amount of nutrition this person will automatically forage per day while traveling by caravan.</description> <category>BasicsPawn</category>

    <minValue>0%</minValue> <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>FloatMaxTwo</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Plants</skill> <baseValue>0%</baseValue> <bonusPerLevel>9%</bonusPerLevel>
  • </skillNeedOffsets> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <max>100%</max>
  • <capacity>Sight</capacity> <weight>90%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>1000</displayPriorityInCategory>
    <defName>FilthRate</defName>

    <label>filth rate</label>

    <description>How much filth this creature produces.\n\nIt's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.</description> <category>BasicsPawn</category>

    <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatOne</toStringStyle>

    - <displayPriorityInCategory>2205</displayPriorityInCategory>
    <defName>AnimalsLearningFactor</defName>

    <label>animals learning factor</label>

    <description>A multiplier on the learning rate for animals skill.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <hideAtValue>100%</hideAtValue> <minValue>0%</minValue> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>CaravanRidingSpeedFactor</defName>

    <label>caravan riding speed</label>

    <description>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.</description>

    <workerClass>StatWorker_CaravanRidingSpeedFactor</workerClass>

    <category>BasicsPawn</category>

    <showIfUndefined>false</showIfUndefined> <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <minValue>100%</minValue>

    - <displayPriorityInCategory>2203</displayPriorityInCategory>
    <defName>MaxNutrition</defName>

    <label>max nutrition</label>

    <description>The amount of nutrition needed to completely fill this creature's stomach.</description>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>1%</minValue>

    <category>BasicsPawn</category>

    <toStringStyle>FloatMaxTwo</toStringStyle> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <cacheable>true</cacheable>

    <parts>

  • StatPart_BodySize
  • StatPart_LifeStageMaxFood
  • </parts>
    <displayPriorityInCategory>2501</displayPriorityInCategory>
    <defName>LifespanFactor</defName>

    <label>lifespan factor</label>

    <description>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.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>1%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>MeditationFocusGain</defName>

    <label>meditation psyfocus gain</label>

    <description>The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.</description> <category>BasicsPawn</category>

    <defaultBaseValue>50%</defaultBaseValue> <minValue>0%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities>

    <showIfModsLoadedAny>

  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    <displayPriorityInCategory>4010</displayPriorityInCategory>
    <defName>PsychicEntropyMax</defName>

    <label>neural heat limit</label>

    <description>The maximum amount of neural heat individual can tolerate safely.</description> <category>BasicsPawn</category>

    <defaultBaseValue>3000%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <toStringStyle>FloatOne</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded> <showIfHediffsPresent>
  • PsychicAmplifier
  • </showIfHediffsPresent> <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny> <statFactors>
  • PsychicSensitivity
  • </statFactors> <parts>
  • StatPart_GearStatOffset" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <apparelStat>PsychicEntropyMaxOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • </parts>
    <displayPriorityInCategory>3500</displayPriorityInCategory>
    <defName>PsychicEntropyRecoveryRate</defName>

    <label>neural heat recovery rate</label>

    <description>The rate at which this person reduces neural heat.</description> <category>BasicsPawn</category>

    <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <defaultBaseValue>54%</defaultBaseValue> <toStringStyle>FloatTwo</toStringStyle> <formatString>{0}/s</formatString> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded> <showIfHediffsPresent>
  • PsychicAmplifier
  • </showIfHediffsPresent> <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny> <parts>
  • StatPart_Pain"> <factor>3</factor>
  • StatPart_GearStatOffset" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <apparelStat>PsychicEntropyRecoveryRateOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • </parts>
    <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>ToxicEnvironmentResistance</defName>

    <label>toxic environment resistance</label>

    <description>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.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1</maxValue>

    - <displayPriorityInCategory>3450</displayPriorityInCategory>
    <defName>RestFallRateFactor</defName>

    <label>sleep fall rate</label>

    <description>A multiplier on the speed that a person's sleep need falls.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>0.01%</minValue> <showOnAnimals>false</showOnAnimals>

    - -
    <defName>EMPResistance</defName>

    <label>EMP resistance</label>

    <description>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.</description> -

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>2030</displayPriorityInCategory>
    <defName>JoyFallRateFactor</defName>

    <label>recreation fall rate</label>

    <description>A multiplier on the speed that a person's recreation need falls.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>0.01%</minValue> <showOnAnimals>false</showOnAnimals>

    - -
    <defName>NegotiationAbility</defName>

    <label>negotiation ability</label>

    <description>How effective this person is as a negotiator.\n\nThis affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>40%</minValue> <toStringStyle>PercentTwo</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>40%</baseValue> <bonusPerLevel>7.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>2600</displayPriorityInCategory>
    <defName>PawnBeauty</defName>

    <label>beauty</label>

    <description>How physically attractive this person is. This affects social interactions.</description> <category>PawnSocial</category>

    <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>FloatOne</toStringStyle>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>ArrestSuccessChance</defName>

    <label>Arrest success chance</label>

    <description>How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>60%</minValue> <maxValue>1</maxValue> <valueIfMissing>0.4</valueIfMissing> <toStringStyle>PercentTwo</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>60%</baseValue> <bonusPerLevel>7.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3, 0.05)
  • (13, 0.8)
  • (18, 1)
  • </points> </curve> </parts>
    <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>TradePriceImprovement</defName>

    <label>trade price improvement</label>

    <description>When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>0.395</maxValue> <displayMaxWhenAboveOrEqual>true</displayMaxWhenAboveOrEqual> <toStringStyle>PercentTwo</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>0%</baseValue> <bonusPerLevel>1.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_PlayerFactionLeader"> <offset>0.02</offset>
  • </parts>
    <displayPriorityInCategory>2599</displayPriorityInCategory>
    <defName>DrugSellPriceImprovement</defName>

    <label>drug sell price improvement</label>

    <description>When this person sells non-medical drugs, prices are improved by this percentage.</description> <category>PawnSocial</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentTwo</toStringStyle> <disableIfSkillDisabled>Social</disableIfSkillDisabled>

    - <displayPriorityInCategory>2560</displayPriorityInCategory>
    <defName>SocialImpact</defName>

    <label>social impact</label>

    <description>A multiplier on how much other people are affected by this person's social interactions.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>20%</minValue> <toStringStyle>PercentTwo</toStringStyle> <neverDisabled>true</neverDisabled>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>82%</baseValue> <bonusPerLevel>2.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>TameAnimalChance</defName>

    <label>tame animal chance</label>

    <description>The base chance this person will successfully tame an animal on any given attempt.\n\nThe actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <toStringStyle>PercentTwo</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>4%</baseValue> <bonusPerLevel>3%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>1901</displayPriorityInCategory>
    <defName>TrainAnimalChance</defName>

    <label>train animal chance</label>

    <description>The base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <toStringStyle>PercentTwo</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>10%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>70%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>1900</displayPriorityInCategory>
    <defName>BondAnimalChanceFactor</defName>

    <label>bond chance factor</label>

    <description>A multiplier on the chance to bond with an animal when interacting with it.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentTwo</toStringStyle>

    - <displayPriorityInCategory>1890</displayPriorityInCategory>
    <defName>Global Work Speed</defName>

    <label>global work speed</label>

    <description>A multiplier on a character's speed at doing any kind of work.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>30%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable> <showOnPlayerMechanoids>true</showOnPlayerMechanoids>

    <parts>

  • StatPart_Glow"> <humanlikeOnly>true</humanlikeOnly> <factorFromGlowCurve> <points>
  • (0,0.80)
  • (0.30,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_Slave" MayRequire="Ludeon.RimWorld.Ideology"> <factor>0.85</factor>
  • StatPart_OverseerStatOffset" MayRequire="Ludeon.RimWorld.Biotech"> <stat>WorkSpeedGlobalOffsetMech</stat> <label>Offset from mechanitor</label>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.2)
  • (12,0.8)
  • (18,1)
  • </points> </curve> </parts>
    <displayPriorityInCategory>5000</displayPriorityInCategory>
    <defName>MiningSpeed</defName>

    <label>mining speed</label>

    <description>A speed at which this person mines away walls.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Mining</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4900</displayPriorityInCategory>
    <defName>DeepDrillingSpeed</defName>

    <label>deep drilling speed</label>

    <description>A speed at which this person uses a deep drill to extract underground resources.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Mining</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4901</displayPriorityInCategory>
    <defName>MiningYield</defName>

    <label>mining yield</label>

    <description>The percentage of mined resources a miner will produce.\n\nThis applies to both wall mining and deep drill mining.\nThis doesn't affect the production rate of rock chunks from deep drills.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1.25</maxValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Mining</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.8
  • 0.85
  • 0.9
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4902</displayPriorityInCategory>
    <defName>SmoothingSpeed</defName>

    <label>smoothing speed</label>

    <description>A multiplier on the speed at which this person smooths rough stone floors and walls.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Construction</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4500</displayPriorityInCategory>
    <defName>ResearchSpeed</defName>

    <label>research speed</label>

    <description>How fast this person performs research and how quickly they can find things using scanning equipment.</description> -

    <minValue>10%</minValue>

    - <displayPriorityInCategory>4500</displayPriorityInCategory>
    <defName>AnimalGatherSpeed</defName>

    <label>animal gather speed</label>

    <description>The speed at which this person milks, shears, and otherwise gathers resources from animals.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4501</displayPriorityInCategory>
    <defName>AnimalGatherYield</defName>

    <label>animal gather yield</label>

    <description>The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.\n\nHigher percentages reduce the chance of wasting the product.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Animals</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.75
  • 0.8
  • 0.85
  • 0.90
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4502</displayPriorityInCategory>
    <defName>PlantWorkSpeed</defName>

    <label>plant work speed</label>

    <description>The speed at which this person sows and harvests plants.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Plants</skill> <baseValue>8%</baseValue> <bonusPerLevel>11.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • </capacityFactors> <showOnPawnKind>
  • Mech_Agrihand
  • </showOnPawnKind>
    <displayPriorityInCategory>4550</displayPriorityInCategory>
    <defName>PlantHarvestYield</defName>

    <label>plant harvest yield</label>

    <description>The yield this person gets when harvesting plants.\n\nLow yields give a chance that this person will accidentally waste the harvest.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1.5</maxValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled> <scenarioRandomizable>true</scenarioRandomizable>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Plants</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.75
  • 0.8
  • 0.85
  • 0.90
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4551</displayPriorityInCategory>
    <defName>DrugHarvestYield</defName>

    <label>drug crop harvest yield</label>

    <description>The yield this person gets when harvesting drug crops.\n\nLow yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1.5</maxValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • PlantHarvestYield
  • </statFactors>
    <displayPriorityInCategory>4552</displayPriorityInCategory>
    <defName>HuntingStealth</defName>

    <label>hunting stealth</label>

    <description>This stat reduces the chance of hunted animals attacking the hunter.\n\nA 0% score means no reduction.\nA 100% score means animals never attack.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>0%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>0%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Moving</capacity> <weight>100%</weight>
  • </capacityFactors> <postProcessCurve> <points>
  • (0.0, 0.0)
  • (0.1, 0.5)
  • (0.2, 0.75)
  • (0.5, 0.80)
  • (1.0, 0.90)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>4500</displayPriorityInCategory>
    <defName>ConstructionSpeed</defName>

    <label>construction speed</label>

    <description>The speed at which this person constructs and repairs buildings.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Construction</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors> <showOnPawnKind>
  • Mech_Constructoid
  • </showOnPawnKind>
    <displayPriorityInCategory>4602</displayPriorityInCategory>
    <defName>ConstructSuccessChance</defName>

    <label>construct success chance</label>

    <description>The chance that this person will succeed in constructing something.\nFailing means wasting time and resources.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1</maxValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Construction</skill> <valuesPerLevel>
  • 0.75
  • 0.80
  • 0.85
  • 0.875
  • 0.90
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4601</displayPriorityInCategory>
    <defName>FixBrokenDownBuildingSuccessChance</defName>

    <label>repair success chance</label>

    <description>The chance that this person will successfully repair a broken down building using a component.\n\nFailing means wasting time and resources.\nNote that this only applies to repairing breakdowns, which is different from repairing damage.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <maxValue>1</maxValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Construction</skill> <valuesPerLevel>
  • 0.75
  • 0.80
  • 0.85
  • 0.875
  • 0.90
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4600</displayPriorityInCategory>
    <defName>CleaningSpeed</defName>

    <label>cleaning speed multiplier</label>

    <description>A multiplier on how fast this cleans up filth from the ground.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>10%</minValue> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter> <showOnPlayerMechanoids>true</showOnPlayerMechanoids> <toStringStyle>PercentZero</toStringStyle>

    <showOnPawnKind>

  • Mech_Cleansweeper
  • </showOnPawnKind>
    <displayPriorityInCategory>2500</displayPriorityInCategory>
    <defName>ReadingSpeed</defName>

    <label>reading speed</label>

    <description>A multiplier on how fast this person can read.</description> <category>PawnWork</category>

    <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter> <defaultBaseValue>80%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>100%</baseValue> <required>false</required> <bonusPerLevel>2%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Consciousness</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>100%</weight> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3,0.05)
  • (13,1)
  • </points> </curve> </parts>
    <displayPriorityInCategory>4600</displayPriorityInCategory>
    <defName>MedicalTendSpeed</defName>

    <label>medical tend speed</label>

    <description>Speed at which the character tends to wounds and illnesses.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>80%</weight> <max>130%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4650</displayPriorityInCategory>
    <defName>MedicalTendQuality</defName>

    <label>medical tend quality</label>

    <description>The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <neverDisabled>true</neverDisabled>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>20%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>70%</weight> <max>140%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight> <max>140%</max>
  • </capacityFactors> <postProcessCurve> <points>
  • (0, 0)
  • (1.0, 1.0)
  • (2.0, 1.5)
  • (4.0, 2.0)
  • </points> </postProcessCurve>
    <displayPriorityInCategory>4651</displayPriorityInCategory>
    <defName>MedicalOperationSpeed</defName>

    <label>medical operation speed</label>

    <description>The speed at which the character performs medical operations.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>70%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4652</displayPriorityInCategory>
    <defName>MedicalSurgerySuccessChance</defName>

    <label>medical surgery success chance</label>

    <description>The base chance that a character will succeed when performing a medical operation.\n\nThe actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.\n\nNo matter how high this stat is, there is always a small chance of failure on any operation.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Medicine</skill> <valuesPerLevel>
  • 0.10
  • 0.20
  • 0.30
  • 0.40
  • 0.50
  • 0.60
  • 0.70
  • 0.75
  • 0.80
  • 0.85
  • 0.90
  • 0.92
  • 0.94
  • 0.96
  • 0.98
  • 1.00
  • 1.02
  • 1.04
  • 1.06
  • 1.08
  • 1.10
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>40%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    <displayPriorityInCategory>4653</displayPriorityInCategory>
    <defName>StuffPower_Armor_Sharp</defName>

    <label>Armor - Sharp</label> <labelForFullStatList>Armor - Sharp (material factor)</labelForFullStatList>

    <description>Armor against sharp damage like bullets, knife stabs, and animal bites.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4510</displayPriorityInCategory>
    <defName>StuffPower_Armor_Blunt</defName>

    <label>Armor - Blunt</label> <labelForFullStatList>Armor - Blunt (material factor)</labelForFullStatList>

    <description>Armor against blunt damage like club impacts, rock falls, and explosions.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4509</displayPriorityInCategory>
    <defName>StuffPower_Armor_Heat</defName>

    <label>Armor - Heat</label> <labelForFullStatList>Armor - Heat (material factor)</labelForFullStatList>

    <description>Armor against temperature-related damage like burns.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4508</displayPriorityInCategory>
    <defName>StuffPower_Insulation_Cold</defName>

    <label>Insulation - Cold</label> <labelForFullStatList>Insulation - Cold (material factor)</labelForFullStatList>

    <description>How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>TemperatureOffset</toStringStyle>

    - <displayPriorityInCategory>4507</displayPriorityInCategory>
    <defName>StuffPower_Insulation_Heat</defName>

    <label>Insulation - Heat</label> <labelForFullStatList>Insulation - Heat (material factor)</labelForFullStatList>

    <description>How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>TemperatureOffset</toStringStyle>

    - <displayPriorityInCategory>4506</displayPriorityInCategory>
    <defName>MeleeWeapon_AverageDPS</defName>

    <workerClass>StatWorker_MeleeAverageDPS</workerClass> <label>melee damage per second</label>

    <description>Average damage dealt per second in melee combat, if all attacks hit.</description> <category>Weapon_Melee</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatTwo</toStringStyle> <forInformationOnly>true</forInformationOnly>

    - <displayPriorityInCategory>5010</displayPriorityInCategory>
    <defName>MeleeWeapon_AverageArmorPenetration</defName>

    <workerClass>StatWorker_MeleeAverageArmorPenetration</workerClass> <label>melee armor penetration</label>

    <description>Average armor penetration in melee combat.</description> <category>Weapon_Melee</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <forInformationOnly>true</forInformationOnly>

    - <displayPriorityInCategory>5009</displayPriorityInCategory>
    <defName>MeleeWeapon_DamageMultiplier</defName>

    <label>melee damage multiplier</label>

    <description>A damage multiplier applied to melee combat.</description> <category>Weapon_Melee</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined> <scenarioRandomizable>true</scenarioRandomizable>

    <parts>

  • StatPart_Quality"> <factorAwful>0.8</factorAwful> <factorPoor>0.9</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.1</factorGood> <factorExcellent>1.2</factorExcellent> <factorMasterwork>1.45</factorMasterwork> <factorLegendary>1.65</factorLegendary>
  • </parts>
    <displayPriorityInCategory>5008</displayPriorityInCategory>
    <defName>MeleeWeapon_CooldownMultiplier</defName>

    <label>melee cooldown</label>

    <description>A multiplier on attack delay for weapons made of this material.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>5%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4504</displayPriorityInCategory>
    <defName>SharpDamageMultiplier</defName>

    <label>sharp damage</label>

    <description>A multiplier on damage from sharp-type attacks for weapons made of this material.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>5%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4505</displayPriorityInCategory>
    <defName>BluntDamageMultiplier</defName>

    <label>blunt damage</label>

    <description>A multiplier on damage from blunt-type attacks for weapons made of this material.</description> <category>StuffStatFactors</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>5%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4506</displayPriorityInCategory>
    <defName>AccuracyTouch</defName>

    <label>Accuracy (close)</label>

    <description>The weapon's accuracy at a distance of 3 cells or less.\n\nAn actual shot's chance to hit will also be affected by other factors.</description> - - - <displayPriorityInCategory>5110</displayPriorityInCategory>
    <defName>AccuracyShort</defName>

    <label>Accuracy (short)</label>

    <description>The weapon's accuracy at a distance of 12 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.</description> - - - <displayPriorityInCategory>5109</displayPriorityInCategory>
    <defName>AccuracyMedium</defName>

    <label>Accuracy (medium)</label>

    <description>The weapon's accuracy at a distance of 25 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.</description> - - - <displayPriorityInCategory>5108</displayPriorityInCategory>
    <defName>AccuracyLong</defName>

    <label>Accuracy (long)</label>

    <description>The weapon's accuracy at a distance of 40 cells or more.\n\nAn actual shot's chance to hit will also be affected by other factors.</description> - - - <displayPriorityInCategory>5107</displayPriorityInCategory>
    <defName>RangedWeapon_Cooldown</defName>

    <label>ranged cooldown</label>

    <description>How long it takes to recover after firing this weapon.</description> <category>Weapon_Ranged</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>1%</minValue> <toStringStyle>FloatTwo</toStringStyle> <formatString>{0} s</formatString> <showIfUndefined>false</showIfUndefined> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>5106</displayPriorityInCategory>
    <defName>RangedWeapon_DamageMultiplier</defName>

    <label>damage multiplier</label>

    <description>A damage multiplier applied to projectiles fired from this weapon.</description> <category>Weapon_Ranged</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined> <scenarioRandomizable>true</scenarioRandomizable>

    <parts>

  • StatPart_Quality"> <factorAwful>0.9</factorAwful> <factorPoor>1</factorPoor> <factorNormal>1</factorNormal> <factorGood>1</factorGood> <factorExcellent>1</factorExcellent> <factorMasterwork>1.25</factorMasterwork> <factorLegendary>1.5</factorLegendary>
  • </parts>
    <displayPriorityInCategory>5105</displayPriorityInCategory>
    <defName>JumpRange</defName>

    <label>Jump range</label>

    <description>The maximum jump distance.</description> <category>Apparel</category>

    <minValue>0%</minValue> <toStringStyle>FloatOne</toStringStyle> <formatString>{0} c</formatString> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality"> <factorAwful>0.75</factorAwful> <factorPoor>0.9</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.06</factorGood> <factorExcellent>1.13</factorExcellent> <factorMasterwork>1.19</factorMasterwork> <factorLegendary>1.25</factorLegendary>
  • </parts>
    <displayPriorityInCategory>60</displayPriorityInCategory>
    <defName>MeditationPlantGrowthOffset</defName>

    <label>meditation plant growth offset</label>

    <description>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.</description> <category>Meditation</category>

    <defaultBaseValue>0%</defaultBaseValue> <showIfUndefined>false</showIfUndefined> <showZeroBaseValue>false</showZeroBaseValue> <showOnDefaultValue>false</showOnDefaultValue> <toStringStyle>PercentZero</toStringStyle>

    <parts>

  • StatPart_ArtificialBuildingsNearbyOffset"> <radius>34.9</radius> <curve> <points>
  • (0, 0.0)
  • (5, -0.08)
  • (10, -0.15)
  • (50, -0.3)
  • </points> </curve> </parts>
    <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>PsychicEntropyGain</defName>

    <label>neural heat gain</label>

    <description>A multiplier on neural heat gained from any source.</description> <category>BasicsPawn</category>

    <minValue>0%</minValue> <hideAtValue>100%</hideAtValue> <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids>

    <showIfModsLoaded>
  • ludeon.rimworld.royalty
  • </showIfModsLoaded>
    <displayPriorityInCategory>4000</displayPriorityInCategory>
    <defName>SlaveSuppressionOffset</defName>

    <label>slave suppression offset</label>

    <description>An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns>

    - <displayPriorityInCategory>3600</displayPriorityInCategory>
    <defName>TerrorSource</defName>

    <label>terror</label>

    <description>The intensity of terror this object induces when viewed.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>Integer</toStringStyle> <formatString>{0}%</formatString> <showOnPawns>false</showOnPawns> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Quality_Offset"> <offsetAwful>3</offsetAwful> <offsetPoor>6</offsetPoor> <offsetNormal>10</offsetNormal> <offsetGood>15</offsetGood> <offsetExcellent>20</offsetExcellent> <offsetMasterwork>30</offsetMasterwork> <offsetLegendary>40</offsetLegendary> <thingDefs>
  • SculptureTerror
  • </thingDefs>
  • StatPart_CorpseCasket"> <offsetOccupied>25</offsetOccupied> <thingDefs>
  • GibbetCage
  • </thingDefs> </parts>
    <displayPriorityInCategory>3600</displayPriorityInCategory>
    <defName>BiosculpterPodSpeedFactor</defName>

    <label>biosculpter pod speed factor</label>

    <description>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.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <showIfUndefined>false</showIfUndefined> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <parts>

  • StatPart_RoomStat"> <roomStat>BiosculpterPodSpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • </parts>
    <displayPriorityInCategory>4100</displayPriorityInCategory>
    <defName>StyleDominance</defName>

    <label>style dominance</label>

    <description>How much this object contributes to overall style dominance in an area.</description> <category>BasicsNonPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatMaxThree</toStringStyle> <hideAtValue>0%</hideAtValue> <hideInClassicMode>true</hideInClassicMode>

    <parts>

  • StatPart_HasRelic"> <offset>40</offset>
  • </parts>
    <displayPriorityInCategory>6000</displayPriorityInCategory>
    <defName>Terror</defName>

    <workerClass>StatWorker_Terror</workerClass> <label>terror</label>

    <description>The intensity of terror this person is experiencing.</description> <category>BasicsPawn</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <maxValue>100</maxValue> <toStringStyle>PercentZero</toStringStyle> <showOnPawns>false</showOnPawns> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>3600</displayPriorityInCategory>
    <defName>ConversionPower</defName>

    <label>conversion power</label>

    <description>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.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>40%</minValue> <toStringStyle>PercentTwo</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <parts>
  • StatPart_RoleConversionPower
  • </parts> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    <displayPriorityInCategory>1901</displayPriorityInCategory>
    <defName>CertaintyLossFactor</defName>

    <label>global certainty loss factor</label>

    <description>A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>1900</displayPriorityInCategory>
    <defName>SocialIdeoSpreadFrequencyFactor</defName>

    <label>ideoligion spread chance</label>

    <description>A multiplier on the chance that this person will try to convert other people to their own ideoligion.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>1899</displayPriorityInCategory>
    <defName>ShootingAccuracyOutdoorsDarkOffset</defName>

    <label>shooting accuracy outdoors dark</label>

    <description>An offset on shooting accuracy if the target is outdoors at night.</description> - - - -
    <defName>ShootingAccuracyOutdoorsLitOffset</defName>

    <label>shooting accuracy outdoors lit</label>

    <description>An offset on shooting accuracy if the target is outdoors during the day.</description> - - - -
    <defName>ShootingAccuracyIndoorsDarkOffset</defName>

    <label>shooting accuracy indoors dark</label>

    <description>An offset on shooting accuracy if the target is indoors in the dark.</description> - - - -
    <defName>ShootingAccuracyIndoorsLitOffset</defName>

    <label>shooting accuracy indoors lit</label>

    <description>An offset on shooting accuracy if the target is indoors and lit.</description> - - - -
    <defName>MeleeHitChanceOutdoorsDarkOffset</defName>

    <label>melee hit chance outdoors dark</label>

    <description>An offset on melee hit chance if the target is outdoors at night.</description> - - - -
    <defName>MeleeHitChanceOutdoorsLitOffset</defName>

    <label>melee hit chance outdoors lit</label>

    <description>An offset on melee hit chance if the target is outdoors during the day.</description> - - - -
    <defName>MeleeHitChanceIndoorsDarkOffset</defName>

    <label>melee hit chance indoors dark</label>

    <description>An offset on melee hit chance if the target is indoors in the dark.</description> - - - -
    <defName>MeleeHitChanceIndoorsLitOffset</defName>

    <label>melee hit chance indoors lit</label>

    <description>An offset on melee hit chance if the target is indoors and lit.</description> - - - -
    <defName>MeleeDodgeChanceOutdoorsDarkOffset</defName>

    <label>melee dodge chance outdoors night</label>

    <description>An offset on melee dodge chance if the target is outdoors at night.</description> - - - -
    <defName>MeleeDodgeChanceOutdoorsLitOffset</defName>

    <label>melee dodge chance outdoors day</label>

    <description>An offset on melee dodge chance if the target is outdoors during the day.</description> - - - -
    <defName>MeleeDodgeChanceIndoorsDarkOffset</defName>

    <label>melee dodge chance indoors dark</label>

    <description>An offset on melee dodge chance if the target is indoors in the dark.</description> - - - -
    <defName>MeleeDodgeChanceIndoorsLitOffset</defName>

    <label>melee dodge chance indoors lit</label>

    <description>An offset on melee dodge chance if the target is indoors and lit.</description> - - - -
    <defName>BiosculpterOccupantSpeed</defName>

    <label>biosculpter occupant speed</label>

    <description>A multiplier on how quickly this person will complete a biosculpter pod cycle.</description> <category>PawnMisc</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable>

    <parts>

  • StatPart_BiosculptingSpeedFactor
  • </parts>
    <displayPriorityInCategory>1900</displayPriorityInCategory>
    <defName>SlaveSuppressionFallRate</defName>

    <workerClass>StatWorker_SuppressionFallRate</workerClass> <label>slave suppression fall rate</label>

    <description>The rate at which slave suppression falls.</description> <category>PawnSocial</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <formatString>{0} per day</formatString> <formatStringUnfinalized>{0} per day</formatStringUnfinalized> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnSlavesOnly>true</showOnSlavesOnly> <scenarioRandomizable>true</scenarioRandomizable>

    <parts>

  • StatPart_Terror
  • StatPart_GearStatOffset"> <apparelStat>SlaveSuppressionOffset</apparelStat> <subtract>true</subtract>
  • StatPart_AgeOffset" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3, -0.5)
  • (13, -0.3)
  • (16, 0)
  • </points> </curve> </parts>
    <displayPriorityInCategory>2200</displayPriorityInCategory>
    <defName>AnimalProductsSellImprovement</defName>

    <label>animal products price improvement</label>

    <description>When this person sells meat, leather, or wool, prices are improved by this percentage.</description> <category>PawnSocial</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentTwo</toStringStyle> <disableIfSkillDisabled>Social</disableIfSkillDisabled>

    - <displayPriorityInCategory>2570</displayPriorityInCategory>
    <defName>SuppressionPower</defName>

    <label>suppression power</label>

    <description>A multiplier on a warden's ability to suppress slaves.</description> <category>PawnSocial</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>5%</minValue> <maxValue>1</maxValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>5%</baseValue> <bonusPerLevel>2.25%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>HackingSpeed</defName>

    <label>hacking speed</label>

    <description>How fast this person can hack into computer terminals.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <max>110%</max>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>110%</max>
  • </capacityFactors>
    <displayPriorityInCategory>4510</displayPriorityInCategory>
    <defName>PruningSpeed</defName>

    <label>pruning speed</label>

    <description>A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.\n\nPruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_Direct"> <skill>Plants</skill> <valuesPerLevel>
  • 0.92
  • 0.93
  • 0.94
  • 0.95
  • 0.96
  • 0.97
  • 0.98
  • 0.99
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.11
  • 1.12
  • </valuesPerLevel> </skillNeedFactors>
    -
    <defName>BabyPlayGainFactor</defName>

    <label>baby play power</label>

    <description>How effectively this object can be used to fulfill a baby's need for play.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>30%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>4020</displayPriorityInCategory>
    <defName>GeneticComplexityIncrease</defName>

    <label>genetic complexity increase</label>

    <description>When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.</description> <category>Building</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showOnDefaultValue>false</showOnDefaultValue> <showIfUndefined>false</showIfUndefined> <showOnPawns>false</showOnPawns> <toStringNumberSense>Offset</toStringNumberSense> <alwaysHide>true</alwaysHide>

    - <displayPriorityInCategory>4200</displayPriorityInCategory>
    <defName>AssemblySpeedFactor</defName>

    <label>work speed factor</label>

    <description>The speed at which people assemble genes here is multiplied by this value.</description> <category>Building</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>25%</minValue> <toStringStyle>PercentZero</toStringStyle> <showIfUndefined>false</showIfUndefined>

    <parts>

  • StatPart_Outdoors"> <factorIndoors>1.00</factorIndoors> <factorOutdoors>0.75</factorOutdoors>
  • StatPart_RoomStat"> <roomStat>AssemblySpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • </parts>
    <displayPriorityInCategory>1000</displayPriorityInCategory>
    <defName>BirthRitualQualityOffset</defName>

    <label>birth quality offset</label>

    <description>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.</description> <category>Building</category>

    <defaultBaseValue>0%</defaultBaseValue> <hideAtValue>0%</hideAtValue> <minValue>0%</minValue> <toStringStyle>FloatOne</toStringStyle>

    - <displayPriorityInCategory>4110</displayPriorityInCategory>
    <defName>MaxInstallCount</defName>

    <label>max install count</label>

    <description>How many times this can be installed. Each additional installation increases or upgrades the base effect.</description> <category>Basics</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>Integer</toStringStyle> <hideAtValue>0%</hideAtValue> <forInformationOnly>true</forInformationOnly>

    - <displayPriorityInCategory>4020</displayPriorityInCategory>
    <defName>MeleeDoorDamageFactor</defName>

    <label>melee door damage factor</label>

    <description>A special multiplier on the amount of melee damage inflicted on doors.</description> <category>PawnCombat</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>0%</minValue> <showOnAnimals>false</showOnAnimals> <showOnHumanlikes>false</showOnHumanlikes> <showOnMechanoids>true</showOnMechanoids>

    - <displayPriorityInCategory>5000</displayPriorityInCategory>
    <defName>ShootingAccuracyChildFactor</defName>

    <label>shooting accuracy multiplier</label>

    - <category>PawnCombat</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter> <alwaysHide>true</alwaysHide>

    <parts>

  • StatPart_Age"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.95)
  • (12,0.98)
  • (13,1)
  • </points> </curve> </parts>
    -
    <defName>Fertility</defName>

    <label>fertility</label>

    <description>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.</description> <category>BasicsPawn</category>

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <showOnHumanlikes>true</showOnHumanlikes> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showOnEntities>false</showOnEntities> <showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>

    <parts>

    • StatPart_FertilityByGenderAge
  • <maleFertilityAgeFactor> <points>
  • (14, 0)
  • (18, 1)
  • (50, 1)
  • (90, 0)
  • </points> </maleFertilityAgeFactor> <femaleFertilityAgeFactor> <points>
  • (14, 0)
  • (20, 1)
  • (28, 1)
  • (35, 0.5)
  • (40, 0.1)
  • (45, 0.02)
  • (50, 0)
  • </points> </femaleFertilityAgeFactor>
    • StatPart_FertilityByHediffs
    </parts>
    -
    <defName>MechBandwidth</defName>

    <label>mech bandwidth</label>

    <description>How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.\n\nLosing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.</description> - - - -
    <defName>MechControlGroups</defName>

    <label>mech control groups</label>

    <description>How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.</description> - - - -
    <defName>MechRemoteRepairDistance</defName>

    <label>mech remote repair distance</label>

    <description>How far away a mech can be during remote repair.</description> - <showIfUndefined>false</showIfUndefined> - -
    <defName>MechRemoteShieldDistance</defName>

    <label>mech remote shield distance</label>

    <description>The maximum range at which a mechanitor can place a shield on a mechanoid.</description> - <showIfUndefined>false</showIfUndefined> - -
    <defName>MechRemoteShieldEnergy</defName>

    <label>mech remote shield energy</label>

    <description>The energy a remote shield will have when created by a mechanitor.</description> - <showIfUndefined>false</showIfUndefined> - -
    <defName>MechFormingSpeed</defName>

    <label>mech gestation speed</label>

    <description>A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.</description> -

    <defaultBaseValue>100%</defaultBaseValue> <minValue>10%</minValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>MechRepairSpeed</defName>

    <label>mech repair speed</label>

    <description>A multiplier on how fast a mechanitor can repair mechanoids.</description> -

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>80%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>SubcoreEncodingSpeed</defName>

    <label>subcore encoding speed</label>

    <description>A multiplier on how fast a mechanitor can create subcores.</description> -

    <defaultBaseValue>100%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle>

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors>
    -
    <defName>BandwidthCost</defName>

    <label>bandwidth cost</label>

    <description>How much bandwidth this mech consumes when under mechanitor control.</description> -

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>ControlTakingTime</defName>

    <label>control taking time</label>

    <description>How many seconds it will take for a mechanitor to take control of this mech.</description> -

    <defaultBaseValue>1200%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>Integer</toStringStyle> <formatString>{0}s</formatString> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>2010</displayPriorityInCategory>
    <defName>MechEnergyUsageFactor</defName>

    <label>energy usage multiplier</label>

    <description>A multiplier on how fast a mechanoid consumes its energy reserves while operating.</description> -

    <defaultBaseValue>100%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>WastepacksPerRecharge</defName>

    <label>wastepacks per recharge</label>

    <description>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.</description> -

    <defaultBaseValue>500%</defaultBaseValue> <minValue>0%</minValue> <showIfUndefined>false</showIfUndefined>

    <postProcessStatFactors>

  • BandwidthCost
  • </postProcessStatFactors> <parts>
  • StatPart_Hyperlinks"> <thingDefs>
  • Wastepack
  • </thingDefs> </parts>
    <displayPriorityInCategory>2000</displayPriorityInCategory>
    <defName>MechEnergyLossPerHP</defName>

    <label>repair energy cost</label>

    <description>The amount of energy that this mechanoid loses for every 100 damage repaired.</description> -

    <workerClass>StatWorker_MechEnergyLossPerHP</workerClass> <defaultBaseValue>33.3%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>Integer</toStringStyle> <showIfUndefined>false</showIfUndefined>

    - <displayPriorityInCategory>2020</displayPriorityInCategory>
    <defName>HemogenGainFactor</defName>

    <label>hemogen gain multiplier</label>

    <description>A multiplier on the amount of hemogen gained.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue>

    - -
    <defName>RawNutritionFactor</defName>

    <label>raw nutrition multiplier</label>

    <description>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.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>0.01%</minValue>

    - <displayPriorityInCategory>1001</displayPriorityInCategory>
    <defName>CancerRate</defName>

    <label>cancer rate factor</label>

    <description>A multiplier on how likely this person is to develop cancer in any given time frame.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>1%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids>

    - <displayPriorityInCategory>2100</displayPriorityInCategory>
    <defName>LearningRateFactor</defName>

    <label>learning rate factor</label>

    <description>A multiplier on how quickly a child's learning need is fulfilled by learning activities.</description> <category>BasicsPawn</category>

    <toStringStyle>PercentZero</toStringStyle> <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <minValue>1%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter>

    - <displayPriorityInCategory>1350</displayPriorityInCategory>
    <defName>GrowthVatOccupantSpeed</defName>

    <label>growth vat occupant speed</label>

    <description>A multiplier on how quickly this person will grow when in a growth vat.</description> <category>PawnMisc</category>

    <defaultBaseValue>100%</defaultBaseValue> <hideAtValue>100%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable> <cacheable>true</cacheable>

    <parts>

  • StatPart_GrowthVatSpeedFactor
  • </parts>
    <displayPriorityInCategory>1850</displayPriorityInCategory>
    <defName>WorkSpeedGlobalOffsetMech</defName>

    <label>mech work speed offset</label>

    <description>A work speed offset applied to a mechanitor's mechs.</description> <category>Mechanitor</category>

    <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <hideAtValue>0%</hideAtValue> <toStringStyle>PercentZero</toStringStyle> <scenarioRandomizable>true</scenarioRandomizable> <showOnMechanoids>false</showOnMechanoids> <showOnAnimals>false</showOnAnimals>

    - <displayPriorityInCategory>5000</displayPriorityInCategory>
    <defName>ContainmentStrength</defName>

    <label>containment strength</label>

    <description>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.</description> <category>Containment</category>

    <workerClass>StatWorker_ContainmentStrength</workerClass> <offsetLabel>containment offset</offsetLabel> <showOnDefaultValue>true</showOnDefaultValue> <defaultBaseValue>0%</defaultBaseValue> <minValue>0%</minValue> <toStringStyle>FloatOne</toStringStyle>

    - -
    <defName>MinimumContainmentStrength</defName>

    <label>min containment strength</label>

    <description>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.</description> <category>Containment</category>

    <workerClass>StatWorker_MinimumContainmentStrength</workerClass> <overridesHideStats>true</overridesHideStats> <showOnDefaultValue>false</showOnDefaultValue> <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>FloatOne</toStringStyle>

    - <displayPriorityInCategory>9999</displayPriorityInCategory>
    <defName>ColdContainmentBonus</defName>

    <label>cold containment bonus</label>

    <description>This entity is less likely to escape if kept in a very cold room.</description> <category>Containment</category>

    <workerClass>StatWorker_ColdContainmentBonus</workerClass> <overridesHideStats>true</overridesHideStats> <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle>

    - -
    <defName>EntityStudyRate</defName>

    <label>entity study rate</label>

    <description>The rate at which this person generates knowledge from studying unnatural entities.</description> -

    <showOnDefaultValue>false</showOnDefaultValue> <minValue>0.1%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <scenarioRandomizable>true</scenarioRandomizable>

    - <displayPriorityInCategory>211</displayPriorityInCategory>
    <defName>StudyEfficiency</defName>

    <label>study efficiency</label>

    <description>A multiplier on how much knowledge a person gets when studying unnatural entities.</description> <category>PawnWork</category>

    <defaultBaseValue>100%</defaultBaseValue> <showOnDefaultValue>false</showOnDefaultValue> <toStringStyle>PercentZero</toStringStyle> <minValue>0.1%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>

    - <displayPriorityInCategory>210</displayPriorityInCategory>
    <defName>ActivitySuppressionRate</defName>

    <label>activity suppression speed</label>

    <description>The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.</description> <category>PawnWork</category>

    <defaultBaseValue>6.5%</defaultBaseValue> <showOnDefaultValue>false</showOnDefaultValue> <toStringStyle>PercentOne</toStringStyle> <formatString>{0} per hour</formatString> <minValue>0%</minValue> <showOnAnimals>false</showOnAnimals> <showOnMechanoids>false</showOnMechanoids> <showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>-1.5%</baseValue> <bonusPerLevel>0.75%</bonusPerLevel> <required>false</required>
  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>-1.5%</baseValue> <bonusPerLevel>0.75%</bonusPerLevel> <required>false</required>
  • </skillNeedOffsets> <statFactors>
  • PsychicSensitivity
  • </statFactors>
    <displayPriorityInCategory>209</displayPriorityInCategory>
    <defName>PsychicRitualQuality</defName>

    <label>psychic ritual quality</label>

    <description>How much nearby buildings improve quality of psychic rituals performed here.</description> <category>PsychicRituals</category>

    <showOnDefaultValue>false</showOnDefaultValue> <defaultBaseValue>0%</defaultBaseValue> <toStringStyle>PercentZero</toStringStyle>

    - -
    <defName>PsychicRitualQualityOffset</defName>

    <label>psychic ritual quality offset</label>

    <description>An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.</description> <category>PsychicRituals</category>

    <defaultBaseValue>0%</defaultBaseValue> <showOnDefaultValue>false</showOnDefaultValue> <toStringStyle>PercentZero</toStringStyle>

    - -

    |}

    List of Stats by defName

    • Ability_CastingTime
    • Ability_DetectChancePerEntropy
    • Ability_Duration
    • Ability_EffectRadius
    • Ability_EntropyGain
    • Ability_GoodwillImpact
    • Ability_PsyfocusCost
    • Ability_Range
    • Ability_RequiredPsylink
    • AccuracyLong
    • AccuracyMedium
    • AccuracyShort
    • AccuracyTouch
    • ActivitySuppressionRate
    • AimingDelayFactor
    • AnimalGatherSpeed
    • AnimalGatherYield
    • AnimalProductsSellImprovement
    • AnimalsLearningFactor
    • ArmorRating_Blunt
    • ArmorRating_Heat
    • ArmorRating_Sharp
    • ArrestSuccessChance
    • AssemblySpeedFactor
    • BabyPlayGainFactor
    • BandwidthCost
    • Beauty
    • BeautyOutdoors
    • BedHungerRateFactor
    • BedRestEffectiveness
    • BiosculpterOccupantSpeed
    • BiosculpterPodSpeedFactor
    • BirthRitualQualityOffset
    • BluntDamageMultiplier
    • BondAnimalChanceFactor
    • ButcheryFleshEfficiency
    • ButcheryFleshSpeed
    • ButcheryMechanoidEfficiency
    • ButcheryMechanoidSpeed
    • CancerRate
    • CaravanRidingSpeedFactor
    • CarryingCapacity
    • CertaintyLossFactor
    • CleaningSpeed
    • CleaningTimeFactor
    • Cleanliness
    • ColdContainmentBonus
    • Comfort
    • ComfyTemperatureMax
    • ComfyTemperatureMin
    • ConstructSuccessChance
    • ConstructionSpeed
    • ConstructionSpeedFactor
    • ContainmentStrength
    • ControlTakingTime
    • ConversionPower
    • CookSpeed
    • CrawlSpeed
    • DeepDrillingSpeed
    • DeteriorationRate
    • DoorOpenSpeed
    • DrugCookingSpeed
    • DrugHarvestYield
    • DrugSellPriceImprovement
    • DrugSynthesisSpeed
    • EMPResistance
    • EatingSpeed
    • EnergyShieldEnergyMax
    • EnergyShieldRechargeRate
    • EntityStudyRate
    • EquipDelay
    • Fertility
    • FilthMultiplier
    • FilthRate
    • FixBrokenDownBuildingSuccessChance
    • Flammability
    • FoodPoisonChance
    • FoodPoisonChanceFixedHuman
    • ForagedNutritionPerDay
    • GeneralLaborSpeed
    • GeneticComplexityIncrease
    • GlobalLearningFactor
    • GrowthVatOccupantSpeed
    • HackingSpeed
    • HemogenGainFactor
    • HuntingStealth
    • ImmunityGainSpeed
    • ImmunityGainSpeedFactor
    • IncomingDamageFactor
    • InjuryHealingFactor
    • Insulation_Cold
    • Insulation_Heat
    • JoyFallRateFactor
    • JoyGainFactor
    • JumpRange
    • LearningRateFactor
    • LeatherAmount
    • LifespanFactor
    • MarketValue
    • MarketValueIgnoreHp
    • Mass
    • MaxHitPoints
    • MaxInstallCount
    • MaxNutrition
    • MeatAmount
    • MechBandwidth
    • MechControlGroups
    • MechEnergyLossPerHP
    • MechEnergyUsageFactor
    • MechFormingSpeed
    • MechRemoteRepairDistance
    • MechRemoteShieldDistance
    • MechRemoteShieldEnergy
    • MechRepairSpeed
    • MedicalOperationSpeed
    • MedicalPotency
    • MedicalQualityMax
    • MedicalSurgerySuccessChance
    • MedicalTendQuality
    • MedicalTendQualityOffset
    • MedicalTendSpeed
    • MeditationFocusGain
    • MeditationFocusStrength
    • MeditationPlantGrowthOffset
    • MeleeArmorPenetration
    • MeleeCooldownFactor
    • MeleeDPS
    • MeleeDamageFactor
    • MeleeDodgeChance
    • MeleeDodgeChanceIndoorsDarkOffset
    • MeleeDodgeChanceIndoorsLitOffset
    • MeleeDodgeChanceOutdoorsDarkOffset
    • MeleeDodgeChanceOutdoorsLitOffset
    • MeleeDoorDamageFactor
    • MeleeHitChance
    • MeleeHitChanceIndoorsDarkOffset
    • MeleeHitChanceIndoorsLitOffset
    • MeleeHitChanceOutdoorsDarkOffset
    • MeleeHitChanceOutdoorsLitOffset
    • MeleeWeapon_AverageArmorPenetration
    • MeleeWeapon_AverageDPS
    • MeleeWeapon_CooldownMultiplier
    • MeleeWeapon_DamageMultiplier
    • MentalBreakThreshold
    • MinimumContainmentStrength
    • MinimumHandlingSkill
    • MiningSpeed
    • MiningYield
    • MortarMissRadiusFactor
    • MoveSpeed
    • NegotiationAbility
    • Nutrition
    • PackRadius
    • PainShockThreshold
    • PawnBeauty
    • PawnTrapSpringChance
    • PlantHarvestYield
    • PlantWorkSpeed
    • PowerPlantMaxPowerOuput
    • PruningSpeed
    • PsychicEntropyGain
    • PsychicEntropyMax
    • PsychicEntropyMaxOffset
    • PsychicEntropyRecoveryRate
    • PsychicEntropyRecoveryRateOffset
    • PsychicRitualQuality
    • PsychicRitualQualityOffset
    • PsychicSensitivity
    • PsychicSensitivityFactor
    • PsychicSensitivityOffset
    • RangedCooldownFactor
    • RangedWeapon_Cooldown
    • RangedWeapon_DamageMultiplier
    • RawNutritionFactor
    • ReadingSpeed
    • ResearchSpeed
    • ResearchSpeedFactor
    • RestFallRateFactor
    • RestRateMultiplier
    • RoomReadingBonus
    • RoyalFavorValue
    • SellPriceFactor
    • SharpDamageMultiplier
    • ShootingAccuracyChildFactor
    • ShootingAccuracyFactor_Long
    • ShootingAccuracyFactor_Medium
    • ShootingAccuracyFactor_Short
    • ShootingAccuracyFactor_Touch
    • ShootingAccuracyIndoorsDarkOffset
    • ShootingAccuracyIndoorsLitOffset
    • ShootingAccuracyOutdoorsDarkOffset
    • ShootingAccuracyOutdoorsLitOffset
    • ShootingAccuracyPawn
    • ShootingAccuracyTurret
    • SlaveSuppressionFallRate
    • SlaveSuppressionOffset
    • SmeltingSpeed
    • SmoothingSpeed
    • SocialIdeoSpreadFrequencyFactor
    • SocialImpact
    • StaggerDurationFactor
    • StudyEfficiency
    • StuffEffectMultiplierArmor
    • StuffEffectMultiplierInsulation_Cold
    • StuffEffectMultiplierInsulation_Heat
    • StuffPower_Armor_Blunt
    • StuffPower_Armor_Heat
    • StuffPower_Armor_Sharp
    • StuffPower_Insulation_Cold
    • StuffPower_Insulation_Heat
    • StyleDominance
    • SubcoreEncodingSpeed
    • SuppressionPower
    • SurgerySuccessChanceFactor
    • TameAnimalChance
    • Terror
    • TerrorSource
    • ToxicEnvironmentResistance
    • ToxicResistance
    • TradePriceImprovement
    • TrainAnimalChance
    • TrapMeleeDamage
    • TrapSpringChance
    • WastepacksPerRecharge
    • WorkSpeedGlobal
    • WorkTableEfficiencyFactor
    • WorkTableWorkSpeedFactor
    • WorkToBuild
    • WorkToMake

    Stat Statistics

    • 242 <StatDef
      • 175 <StatDef>
    • 35 <StatCategoryDef>
      • 35 <displayOrder>
      • 10 <displayAllByDefault>
    • 265 <defName>
    • 266 <label>
    • 224 <description>
    • 192 <category>
    • 193 <displayPriorityInCategory>

    Level 2

    • 61 <parts>
    • 39 <capacityFactors>
    • 38 <skillNeedFactors>
    • 20 <statFactors>
    • 8 <postProcessCurve>
    • 7 <skillNeedOffsets>
    • 5 <capacityOffsets>
    • 3 <postProcessStatFactors>
    • 3 <showOnPawnKind>

    Types

    242 Total

    • 35 Categories
    • 207 Stats

    Bases

    1. ButcherySpeedBase
    2. ButcheryEfficiencyBase
    3. ArmorRatingBase
    4. InsulationBase
    5. MarketValueBase
    6. MeditationFocusBase
    7. ShootingAccuracyFactorBase
    8. MechStatBase
    9. IntellectualSkillBase
    10. AccuracyBase
    11. DarknessCombat
    12. MechanitorStatBase

    1 Non Base Parents

    • Beauty

    Classes

    • 39 SkillNeed_BaseBonus
    • 8 SkillNeed_Direct

    Stat Parts

    • 1 StatPart_AddedBodyPartsMass
    • 9 StatPart_Age
    • 1 StatPart_AgeOffset
    • StatPart_ArtificialBuildingsNearbyOffset
    • StatPart_BedStat
    • StatPart_Biocoded
    • StatPart_BiosculptingSpeedFactor
    • StatPart_BlindPsychicSensitivityOffset
    • StatPart_BodySize
    • StatPart_ContentsBeauty
    • StatPart_CorpseCasket
    • StatPart_Deathresting
    • StatPart_Difficulty_ButcherYield
    • StatPart_EnvironmentalEffects
    • StatPart_FertilityByGenderAge
    • StatPart_FertilityByHediffs
    • StatPart_Food
    • StatPart_GearAndInventoryMass
    • 6 StatPart_GearStatOffset
    • 2 StatPart_Genes
    • 3 StatPart_Glow
    • 1 StatPart_GrowthVatSpeedFactor
    • StatPart_HasRelic
    • 1 StatPart_Health
    • StatPart_Hyperlinks
    • StatPart_IsCorpseFresh
    • StatPart_IsFlesh
    • StatPart_LifeStageMaxFood
    • StatPart_Malnutrition
    • StatPart_MaxChanceIfRotting
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NearHarbingerTree
    • StatPart_NotCarefullySlaughtered
    • StatPart_NoxiousHaze
    • 3 StatPart_Outdoors
    • StatPart_OverseerStatOffset
    • 1 StatPart_Pain
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_PlayerFactionLeader
    • StatPart_Pollution
    • StatPart_Quality
    • StatPart_Quality_Offset
    • StatPart_ReloadMarketValue
    • StatPart_Rest
    • StatPart_Resting
    • StatPart_RevenantSpeed
    • StatPart_RoleConversionPower
    • StatPart_RoomStat
    • StatPart_ShamblerCorpse
    • StatPart_ShamblerCrawling
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_Slave
    • 5 StatPart_Stuff
    • StatPart_Terror
    • StatPart_ToxicFallout
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_WeaponTraitsMarketValueOffset
    • 1 StatPart_WildManOffset
    • 1 StatPart_WorkTableOutdoors
    • 2 StatPart_WorkTableTemperature
    • 1 StatPart_WorkTableUnpowered
    • 1 StatPart_WornByCorpse