Moving
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Moving is a pawn capacity: How well a character can move around. Directly affected by consciousness.
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Hunting Stealth | Stat | 1 | - | 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 Chance | Stat | 18 | - | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Move Speed | Stat | 1 | - | 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. 100% 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: 100% importance, no allowed defect. No Max (effectively 150%).
- Whole leg: 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%).
- Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
- Cryptosleep sickness: x90%
- Food poisoning
- Recovering and Initial: x80%
- Major: x50%
- Resurrection sickness: x10%
Offsets
- Beer
- Tipsy: −5%
- Drunk and Hammered: −10%
- Withdrawal: −30%
- Go-juice
- High: +50%
- Withdrawal: −50%
- Luciferium high: +5%
- Yayo high: +15%
- Psychite withdrawal (Flake/Yayo/Psychite tea): −20%
- Smokeleaf
- High: −10%
- Withdrawal: −15%
- Wake-up
- High: +10%
- Withdrawal: −20%
- Anesthetic
- Wearing off: −5%
- Woozy: −20%
- Pregnancy
- Middle-stage: −15%
- Late-stage: −30%
- Heatstroke
- Minor: −10%
- Serious: −30%
- Hypothermia
- Minor: −10%
- Serious: −30%
- Hypothermic slowdown
- Minor: −8%
- Moderate: −20%
- Serious: −40%
- Bad back: −30%
- Frail: −30%
- Muscle parasites: −30%
- Fibrous mechanites: +50%
- Cirrhosis: −10%
- Power claw: −8%
- Fast mover persona trait : +15%
Example
Let us calculate the highest value possible. A human with a bionic heart and two archotech legs, that is high on luciferium, go-juice, wake-up and yayo. The moving capacity can be calculated with the following formula:
Moving = {IF Consciousness < 100 THEN Consciousness ELSE 1} * [1 + (Blood Pumping - 1) * 0.2] * [1 + (Breathing - 1) * 0.2] * Leg efficiency + Offsets
Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
Leg efficiency = (Left leg * 0.5 + Right leg * 0.5) * (Left tibia * 0.5 + Right tibia * 0.5) * (Left femur * 0.5 + Right femur * 0.5) * (Left foot * 0.5 + Right foot * 0.5) * (Toes * 0.04 + 0.6) * Pelvis * Spine
In this particular case the values would be the following:
- Consciousness: 140%
- Blood Pumping: 190%
- Breathing: 110%
- Leg efficiency
- Left leg: 150%
- Right leg: 150%
- Offsets (total +130%):
- Go-juice high: +50%
- Luciferium high: +5%
- Yayo high: +15%
- Wake-up high: +10%
- Fibrous mechanites: +50%
First of all we can calculate the leg efficiency:
Leg efficiency = Left leg * 0.5 + Right leg * 0.5 = 1.5 * 0.5 + 1.5 * 0.5 = 150%
We can therefore calculate the Moving capacity:
Moving = {1} * [1.18] * [1.02] * 1.5 + 1.3 = 310.54%