Deterioration Rate
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Deterioration Rate is a stat: 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. Its minimum allowed value is 0 / day. Its default value is 0 / day.
Base Values
Factors
The following factors are applied to base deterioration rate in order of appearance. Genepacks exclusively do not deteriorate from environmental effects, which is likely to account for their constant deterioration rate when outside of gene banks .
Quality
For items that have quality:
Quality | Factor |
---|---|
Awful | ×200% |
Poor | ×150% |
Normal | ×100% |
Good | ×80% |
Excellent | ×60% |
Masterwork | ×30% |
Legendary | ×10% |
- Quality multiplier: x200%
- Quality multiplier: x150%
- Quality multiplier: x100%
- Quality multiplier: x80%
- Quality multiplier: x60%
- Quality multiplier: x30%
- Quality multiplier: x10%
Environmental Effects
- Deteriorate From Environmental Effects:
- Genepack : false
- Unroofed Factor Offset: +50%
- Outdoors Factor Offset: +50%
- Extra Deterioration Factor (Terrain):
- Water: +300%
- Rain Rate: ×100% ~ ×500%
- Prevent Deterioration On Top (Buildings):
- Shelf: true
- Small shelf: true
- Bookcase: true
- Small bookcase: true
- Protected By Edifice Factor: ×0%
- Unroofed: +50%
- Outdoors: +50%
- Deep water: +300%
- Deep ocean water: +300%
- Chest-deep moving water: +300%
- Shallow water: +300%
- Shallow ocean water: +300%
- Shallow moving water: +300%
- Marsh: +300%
- Raining: x100% ~ x500%
- Protected: x0%
Pollution
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Applies to items that deteriorate from environmental effects within polluted cells.
Multiplier for pollution: x150%
Noxious Haze
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Applies to unroofed items that deteriorate from environmental effects when the Acidic smog game condition is active and when toxic fallout is not, which suppresses its effects. This means that deterioration rate can only be affected by one or the other at a time, not both.
Multiplier for acidic smog: x300%
Toxic Fallout
Applies to unroofed items that deteriorate from environmental effects when the Toxic fallout game condition is active.
Multiplier for toxic fallout: x300%
Near Harbinger Tree
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Applies to items being consumed by a harbinger tree.
Multiplier for harbinger tree: x200%
Shambler Corpse
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Applies to corpses with the shambler corpse hediff.
Multiplier for shambler corpse: x500%
Calculating Deterioration Rate
All of these factors combined result in:
Final Deterioration Rate = (Base Deterioration Rate + Unroofed + Outdoors + In Water) × Rain Rate × Protected × exposed to Pollution × exposed to Acidic smog or Toxic fallout × being consumed by a Harbinger tree × is a Shambler corpse
Which results in an effective maximum of:
Final Deterioration Rate = (Base Deterioration Rate + 0.5 + 0.5 + 3) × 5 × 1.5 × 3 × 2 × 5
Final Deterioration Rate = (Base Deterioration Rate + 4) × 225
Stat Def Data
Version history
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