Moving

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Revision as of 15:05, 23 November 2021 by Ickputzdirwech (talk | contribs) (→‎Factors: Missing body parts)
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Moving is a pawn capacity: How well a character can move around. Directly affected by consciousness.

NameTypeWeightMaxDescription
Hunting StealthStat1-This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.
Melee Dodge ChanceStat18-Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Move SpeedStat1-Speed of movement in cells per second.

Factors

Pawns need a Moving capacity of at least 15% in order to move.

Factors

The following factors affect Moving.

  • Consciousness: 100% importance, no allowed defect. No Max
  • Blood Pumping: 20% importance, no allowed defect. No Max (effectively 190%).
  • Breathing: 20% importance, no allowed defect. No Max (effectively 110%).
  • Leg part efficiency: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
    • Peg leg: 60% part efficiency resulting in −20% Moving.
    • Bionic leg: 125% part efficiency resulting in +12.5% Moving.
    • Archotech leg: 150% part efficiency resulting in +25% Moving.
  • Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
  • Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
  • Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
    • Wooden foot: 80% part efficiency resulting in −10% Moving.
  • Toes part efficiency: Every toe missing results in −4% Moving. No Max (effectively 100%).
  • Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
  • Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
  • Cryptosleep sickness: x90%
  • Food poisoning
    • Recovering and Initial: x80%
    • Major: x50%
  • Resurrection sickness: x10%

Offsets