DefName Label Label For Full Stat List Offset Label
Description
Category
Parameters
Complex Paramaters
Display Priority In Category
defName: MaxHitPoints
label: max hit points
The maximum hit points of an object. This represents how much damage it can take before being destroyed.
Basics-Non-Pawn-Important
Default Base Value: 10000%
Min Value: 100%
Round Value: true
To String Style: Integer
Round To Five Over: 200
Show Non Abstract: true
Scenario Randomizable: true
Show On Pawns: false
-
99997
defName: Mass
label: mass
The physical mass of an object.
Basics
Default Base Value: 100%
Min Value: 0%
To String Style: FloatTwoOrThree
Format String: {0} kg
Minified Thing Inherits: true
Show On Unhaulables: false
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_GearAndInventoryMass
StatPart_UnfinishedThingIngredientsMass
StatPart_AddedBodyPartsMass
1500
defName: MarketValue
label: market value
The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
Basics-Important
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_Genes
Parts:
StatPart_Health:
Curve:
Points:
(0.0, 0.0)
(0.5, 0.1)
(0.6, 0.5)
(0.9, 1.0)
StatPart_Age :
Use Biological Years: true
Humanlike Only: true
Curve:
2510
defName: MarketValueIgnoreHp
label: market value ignoring hitpoints
-
Basics-Important
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
Always Hide: 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_Genes
2510
defName: SellPriceFactor
label: sell price multiplier
A multiplier on the price at which you can sell items.
Basics-Non-Pawn
Show If Undefined: false
Default Base Value: 100%
Min Value: 0%
To String Style: PercentZero
Show On Untradeables: false
-
2509
defName: RoyalFavorValue
label: honor value
The amount of honor your trader will earn for giving this to a tribute collector.
Basics-Important
Default Base Value: 0%
Min Value: 0%
To String Style: FloatMaxThree
Show If Undefined: false
Show If Mods Loaded:
Royalty
-
2508
defName: Flammability
label: flammability
How easily an object catches fire and how quickly a fire will grow as it burns.
Basics
Default Base Value: 0%
Min Value: 0%
Max Value: 2
To String Style: PercentZero
Scenario Randomizable: true
Minified Thing Inherits: true
-
3000
defName: WorkToMake
label: work to make
The base amount of work it takes to make an item, once all materials are gathered.
Basics-Non-Pawn
Default Base Value: 100%
Min Value: 0%
To String Style: WorkAmount
Round To Five Over: 300
Show If Undefined: false
Scenario Randomizable: true
-
3100
defName: DeteriorationRate
label: deterioration rate
The rate at which this item deteriorates when left outside, in average hit points per day. Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
Basics-Non-Pawn
Show If Undefined: false
Default Base Value: 0%
Min Value: 0%
To String Style: FloatTwo
Format String: {0} / day
Scenario Randomizable: true
Parts:
StatPart_Quality:
Factor Awful: 200%
Factor Poor: 150%
Factor Normal: 100%
Factor Good: 80%
Factor Excellent: 60%
Factor Masterwork: 30%
Factor Legendary: 10%
StatPart_EnvironmentalEffects:
Factor Offset Unroofed: +50%
Factor Offset Outdoors: +50%
Protected By Edifice Factor: 0%
StatPart_Pollution :
StatPart_NoxiousHaze :
StatPart_ToxicFallout:
StatPart_NearHarbingerTree :
StatPart_ShamblerCorpse :
2500
defName: Beauty
label: beauty
How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty.
Basics-Non-Pawn
Default Base Value: 0%
Min Value: -100000%
Hide At Value: 0%
Round Value: true
To String Style: Integer
Round To Five Over: 100
Apply Factors If Negative: false
Parts:
StatPart_Quality:
Factor Awful: −10%
Factor Poor: 50%
Factor Normal: 100%
Factor Good: 200%
Factor Excellent: 300%
Factor Masterwork: 500%
Factor Legendary: 800%
StatPart_ContentsBeauty
3000
defName: BeautyOutdoors
label: outdoor beauty
How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty.
Basics-Non-Pawn
Default Base Value: 0%
Min Value: -100000%
Hide At Value: 0%
Round Value: true
To String Style: Integer
Round To Five Over: 100
Apply Factors If Negative: false
Parts:
StatPart_Quality:
Factor Awful: −10%
Factor Poor: 50%
Factor Normal: 100%
Factor Good: 200%
Factor Excellent: 300%
Factor Masterwork: 500%
Factor Legendary: 800%
StatPart_ContentsBeauty
3000
defName: Cleanliness
label: cleanliness
How much an object contributes to an area's cleanliness score.
Basics-Non-Pawn
Default Base Value: 0%
Max Value: 1000
Min Value: -100000%
Hide At Value: 0%
To String Style: FloatOne
Apply Factors If Negative: false
-
3000
defName: Comfort
label: comfort
How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort.
Basics-Non-Pawn
Show If Undefined: false
Default Base Value: 0%
Max Value: 1000
Min Value: -100000%
To String Style: FloatTwo
Apply Factors If Negative: false
Parts:
StatPart_Quality:
Factor Awful: 76%
Factor Poor: 88%
Factor Normal: 100%
Factor Good: 112%
Factor Excellent: 124%
Factor Masterwork: 145%
Factor Legendary: 170%
3000
defName: Nutrition
label: nutrition
How nutritious this food is.
Basics-Non-Pawn-Important
Default Base Value: 0%
Min Value: 0%
Show If Undefined: false
To String Style: FloatTwo
Parts:
StatPart_BodySize
StatPart_NaturalNotMissingBodyPartsCoverage
StatPart_PlantGrowthNutritionFactor
StatPart_IsFlesh
StatPart_IsCorpseFresh
3000
defName: FoodPoisonChanceFixedHuman
label: food poison chance
labelForFullStatList: food poison chance (food stat)
The chance this food will cause food poisoning.
Basics-Non-Pawn
Default Base Value: 0%
Min Value: 0%
Hide At Value: 0%
To String Style: PercentZero
Parts:
StatPart_MaxChanceIfRotting
4000
defName: ShootingAccuracyTurret
label: shooting accuracy
labelForFullStatList: shooting accuracy (turrets)
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Basics-Non-Pawn
Worker Class: StatWorker_ShootingAccuracy
Default Base Value: 96%
To String Style: PercentOne
To String Style Unfinalized: FloatOne
Show If Undefined: false
-
4000