Sight
Sight is a pawn capacity: How well a character can see.
Sight affects most colonist stats (with varying impact). Sight is capped at 100% for many skills, but some combat and medical skills are uncapped.
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Animal Gather Speed | Stat | 0.5 | 1 | The speed at which this person milks, shears, and otherwise gathers resources from animals. |
Animal Gather Yield | Stat | 0.2 | 1 | The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. |
Butchery Efficiency | Stat | 0.4 | 1 | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
Butchery Speed | Stat | 0.4 | 1 | Speed at which this person butchers flesh creatures. |
Construct Success Chance | Stat | 0.2 | 1 | The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
Construction Speed | Stat | 0.2 | 1 | Speed at which this person constructs and repairs buildings. |
Cooking Speed | Stat | 4 | 1.5 | The speed at which this person cooks meals. |
Deep Drilling Speed | Stat | 0.5 | 1 | A speed at which this person uses a deep drill to extract underground resources. |
Drug Cooking Speed | Stat | 0.3 | 1 | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
Drug Synthesis Speed | Stat | 0.6 | 1 | How fast this character synthesizes complex chemical drugs. |
Entity Study Rate | Stat | 0.5 | 1.1 | The rate at which this person generates knowledge from studying unnatural entities. |
Foraged Food Amount | Stat | 0.9 | - | The amount of nutrition this person will automatically forage per day while traveling by caravan. |
General Labor Speed | Stat | 0.5 | 1 | 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. |
Hacking Speed | Stat | 0.5 | 1.1 | How fast this person can hack into computer terminals. |
Mechanoid Shredding Efficiency | Stat | 0.4 | 1 | The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
Mechanoid Shredding Speed | Stat | 0.4 | 1 | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | Stat | 0.7 | 1 | The speed at which the character performs medical operations. |
Medical Surgery Success Chance | Stat | 1 | 1 | The likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. |
Medical Tend Quality | Stat | 0.7 | 1.4 | The base quality of tending given when tending wounds and illnesses.
Final Tend Quality: ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset. Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance. Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance. Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
|
Medical Tend Speed | Stat | 0.8 | 1 | Speed at which the character tends to wounds and illnesses. |
Melee Dodge Chance | Stat | 8 | 1.4 | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Melee Hit Chance | Stat | 12 | 1.5 | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Mining Speed | Stat | 0.5 | 1 | A speed at which this person mines away walls. |
Mining Yield | Stat | 0.2 | 1 | The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
Mortar Miss Radius Multiplier | Stat | -1 | 1 | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
Plant Harvest Yield | Stat | 0.2 | 1 | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
Plant Work Speed | Stat | 0.3 | 1 | Speed at which this person sows and harvests plants. |
Reading Speed | Stat | 1 | 1 | A multiplier on how fast this person can read. |
Repair Success Chance | Stat | 0.2 | 1 | The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
Research Speed | Stat | 0.5 | 1.1 | How fast this person performs research and how quickly they can find things using scanning equipment. |
Shooting Accuracy | Stat | 12 | 2 | 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. |
Smelting Speed | Stat | 0.3 | 1 | The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
Smoothing Speed | Stat | 0.3 | 1 | A multiplier on the speed at which this person smooths rough stone floors and walls. |
Factors
- Go-juice: +35%
- Luciferium: +15%
- Eye efficiency. 100% importance, no allowed defect, no max.
- The game assigns 75% weight to the stronger eye and 25% weight to the weaker, so entirely losing a single eye reduces sight by 25% rather than 50%.
- Bionic eye. 125% part efficiency. Results in +18.75% sight for the first one installed, +6.25% for the second one (due to the above 75%/25% weighting)
- Archotech eye. 150% part efficiency. Results in +37.5% sight for the first one installed, +12.5% for the second one.
- Blindfold: Sets maximum to 20%