Move Speed

From RimWorld Wiki
Revision as of 19:41, 29 August 2024 by JuliaCat (talk | contribs) (→‎Offsets: some Anomaly offsets)
Jump to navigation Jump to search

Move Speed is a stat: Speed of movement in cells per second (c/s). Its default value is 3. A default Human has a base movement speed of 4.6 c/s.

Factors

Offsets

First of all the following offsets are applied to the Move Speed Base value.

Factors

The following factors are applied after the Offsets.

External factors

Weather

  • Rain and Foggy rain: ×90%
  • Rainy thunderstorm and Hard snow: ×80%

Path cost

Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:

move speed factor = 1 / (1 + path cost * 0.077)

For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).[Fact check] Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.

Below is a selection of some common values. Minified things have a path cost of 14.

Path cost Move speed factor Examples (random)
0 100% ColumnPen markerWall torch lampHolding spot Content added by the Anomaly DLCBonsai tree Content added by the Ideology DLCWall lampSmooth stone
1 93% Straw mattingRough-hewn stoneBurned floor
2 87% Rough stoneGray surface Content added by the Anomaly DLCFlesh Content added by the Anomaly DLCSoil
3 81% Lichen-covered soil
4 76%
8 62%
10 56% Egg box
12 52%
14 48% Burned stumpFoxfurDog leatherHealrootHopsTorch lampPersona coreMegasloth woolCornOrbital trade beacon... further results
20 39% Slab double bed Content added by the Ideology DLCSlab bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Kneel pillow Content added by the Ideology DLCKneel sheet Content added by the Ideology DLCPew Content added by the Ideology DLC
30 30% Mech drop beacon Content added by the Royalty DLCAlocasiaToy box Content added by the Biotech DLCReliquary Content added by the Ideology DLCMoisture pumpSkullspike Content added by the Ideology DLCProximity activator Content added by the Royalty DLCAgariluxBerry bushBaby decoration Content added by the Biotech DLC... further results
42 24% Megaspider cocoon Content added by the Biotech DLCSandbagsVanometric power cellSpelopede cocoon Content added by the Biotech DLCPine treeTable (2x2)Ship cryptosleep casketDouble bedGibbet cage Content added by the Ideology DLCBed... further results
50 21% Ancient locker bank Content added by the Ideology DLCBiofuel refineryAncient vending machine Content added by the Ideology DLCAncient large crate Content added by the Ideology DLCElectric smelterShard inhibitor Content added by the Anomaly DLCMini-slugger turret Content added by the Royalty DLCAncient nav beacon Content added by the Ideology DLCElectric tailor benchMachining table... further results
60 18% Ancient fence Content added by the Ideology DLC
80 14% Fence

You can see the path cost of every thing here.

Flooring and terrain

For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.

  • Floor Move Speed Factor
    Burned floor 0.93
    Flesh Content added by the Anomaly DLC 0.87
    Fungal gravel Content added by the Ideology DLC 0.87
    Gray surface Content added by the Anomaly DLC 0.87
    Rough stone 0.87
    Rough-hewn stone 0.93
    Straw matting 0.93
    • Other terrain
      • Chest-deep moving water: ×24%
      • Marsh, Shallow ocean water, Shallow water and Shallow moving water: ×30%
      • Marshy soil, Mud, Soft sand and Ice: ×48%
      • Sand: ×76%
      • Lichen-covered soil: ×81%
      • Soil, Stony soil, Rich soil: ×87%
    • Snow
      • Thin: ×76%
      • Medium: ×62%
      • Thick: ×52%

    Example

    Moving speed of a particular pawn can be calculated using the following formula:

    Move speed = (Base value + Offsets) × Factors × External factors
    

    Let us calculate how fast a human could possibly go. It would have the following values:

    Move speed = (4.6 c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s) × (4.23 × 1.4) × 1 = 32.57 c/s
    
    1. Be aware that it is not possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. 0.042 Overdose Severity is lost every hour so you would need to wait 1 to 6-hours between drugs.

    Notes

    Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 archotech legs would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 archotech legs would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.