Stat

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A stat or stats, short for statistic, are numerical values that provide information about the properties and behavior of a pawn or item. Basic examples of stats include age, move speed and Melee DPS.

Some stats are be static throughout the life of a pawn, such as race or flammability. Other stats change constantly as the result of real-time mathematical equations involving the pawn's environment, skills, and capacities, such as Plant Harvest Yield or Hunting Stealth.

A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the inspect pane (right beneath the Health tab button for humans.)


Stat NameDescription
Accuracy (Close)The weapon's accuracy at a distance of 3 cells or less.
An actual shot's chance to hit will also be affected by other factors.
Accuracy (Long)The weapon's accuracy at a distance of 40 cells or more.
An actual shot's chance to hit will also be affected by other factors.
Accuracy (Medium)The weapon's accuracy at a distance of 25 cells.
An actual shot's chance to hit will also be affected by other factors.
Accuracy (Short)The weapon's accuracy at a distance of 12 cells.
An actual shot's chance to hit will also be affected by other factors.
Accuracy Factor (Close)A multiplier on accuracy at a distance of 3 cells or less.
Accuracy Factor (Long)A multiplier on accuracy at a distance of 40 cells or more.
Accuracy Factor (Medium)A multiplier on accuracy at a distance of 25 cells.
Accuracy Factor (Short)A multiplier on accuracy at a distance of 12 cells.
Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
AddictivenessThe chance of addiction per dose of a drug.
Aiming TimeHow long it takes to shoot after choosing a target.
Always Hide
Animal Gather SpeedThe speed at which this person milks, shears, and otherwise gathers resources from animals.
Animal Gather YieldThe 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.
Animal Products Price ImprovementWhen this person sells meat, leather, or wool, prices are improved by this percentage.
Animals Learning FactorA multiplier on the learning rate for animals skill.
Anomaly Knowledge
Armor - BluntThe protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.
Armor - Blunt (Material Factor)Armor against blunt damage like club impacts, rock falls, and explosions.
Armor - ElectricWas a property of textiles and an apparel stat, before B19. Remove due to its uselessness. Armor against electric damage like EMP pulses.
Armor - HeatThe protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.
Armor - Heat (Material Factor)Armor against temperature-related damage like burns.
Armor - Material Effect Multiplier
Armor - SharpThe protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.
Armor - Sharp (Material Factor)Armor against sharp damage like bullets, knife stabs, and animal bites.
Arrest Success ChanceHow effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
Assembly Speed FactorThe speed at which people assemble genes here is multiplied by this value.
Baby Play PowerHow effectively this object can be used to fulfill a baby's need for play.
Bandwidth CostHow much bandwidth this mech consumes when under mechanitor control.
Base Escape Interval Mtb Days
Base Healing QualityBase quality of healing given to patients when acting as a doctor.
Beauty (Pawn)How physically attractive this person is. This affects social interactions.
Beauty (Stat)How enjoyable an object is to look at.
Beautiful objects fulfill characters' need for beauty.
Bed Hunger Rate Multiplier
Bioferrite Density
Biosculpter Occupant SpeedA multiplier on how quickly this person will complete a biosculpter pod cycle.
Biosculpter Pod Speed FactorA multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
Birth Quality OffsetThis alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
Blunt DamageA multiplier on damage from blunt-type attacks for weapons made of this material.
Body SizeHow large the creature is.
Bond Chance FactorA multiplier on the chance to bond with an animal when interacting with it.
Brewing SpeedSpeed at which this person brews beer.
Building Size Category
Butchery EfficiencyThe amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.
Butchery SpeedSpeed at which this person butchers flesh creatures.
Cacheable
Cancer Rate FactorA multiplier on how likely this person is to develop cancer in any given time frame.
Capacity Factors
Capacity Offsets
Caravan Riding SpeedThe multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
Carrying CapacityThe amount of stuff this creature can carry in its hands, mouth, or other manipulators.
This is separate from the ability to carry cargo on long cross-world trips.
Casting TimeHow long it takes to perform this ability.
Cleaning Speed MultiplierA multiplier on how fast this cleans up filth from the ground.
Cleaning Time MultiplierA multiplier on how long it takes to clean filth from this surface.
Cold Containment BonusThis entity is less likely to escape if kept in a very cold room.
Comfort (Stat)How comfortable an object is to sit or lay on.
Using comfortable objects fulfills a character's need for comfort.
Construct Success ChanceThe chance that this person will succeed in constructing something. Failing means wasting time and resources.
Construction SpeedSpeed at which this person constructs and repairs buildings.
Construction Speed (Material Factor)The speed at which buildings made of this are constructed is multiplied by this value.
Some materials, like stone, are slow to build from, while others, like wood, are fast.
Containment Strength
Containment StrengthHow securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.
Control Taking TimeHow many seconds it will take for a mechanitor to take control of this mech.
Conversion PowerHow effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
Cooking SpeedThe speed at which this person cooks meals.
Crawl SpeedSpeed of crawling in cells per second.
Days To Start RotThe number of days before a food item starts to rot if not refigerated.
Deep Drilling SpeedA speed at which this person uses a deep drill to extract underground resources.
Default Base Value
Detection ChanceThe likelihood of this psychic power being detected when it is used.
Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
Deterioration RateThe rate at which this item deteriorates when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain.
Diplomatic PowerHow effective the pawn is at diplomacy with other factions.
Disable If Skill Disabled
Display Max When Above Or Equal
Display Priority In Category
Door Opening SpeedThe speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it.
Drug Cooking SpeedThe speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
Drug Crop Harvest YieldThe yield this person gets when harvesting drug crops.
Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
Drug Sell Price ImprovementWhen this person sells non-medical drugs, prices are improved by this percentage.
Drug Synthesis SpeedHow fast this character synthesizes complex chemical drugs.
DurationHow long the effects of this ability last.
EMP ResistanceThis mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
Eating SpeedMultiplier on eating speed.
Effect RadiusThe radius of the area of effect of this ability.
Energy Usage MultiplierA multiplier on how fast a mechanoid consumes its energy reserves while operating.
Entity Study RateThe rate at which this person generates knowledge from studying unnatural entities.
Equip DelayThe time it takes to equip and unequip this item.
FertilityIt affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
Filth MultiplierHow susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
Filth RateHow much filth this creature produces. It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
Finalize Equipped Stat Offset
FlammabilityHow easily an object catches fire and how strongly it burns.
Food Poison ChanceThe probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting
Food Poison Chance (Food Stat)The chance this food will cause food poisoning.
For Information Only
Foraged Food AmountThe amount of nutrition this person will automatically forage per day while traveling by caravan.
Format String
Format String Unfinalized
From DLC
General Labor SpeedThe 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.
Genetic Complexity IncreaseWhen placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
Gets Cold Containment Bonus
Global Certainty Loss FactorA multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
Global Learning FactorGlobal learning efficiency for all skills.
Global Work SpeedA multiplier on someone's speed at doing any work.
Goodwill ImpactHow casting this ability on someone will impact relations with their faction.
Growth Vat Occupant SpeedA multiplier on how quickly this person will grow when in a growth vat.
Hacking SpeedHow fast this person can hack into computer terminals.
Harvest YieldHow many products something produces when harvested, like a tree or potato plant.
Healing SpeedSpeed at which the character heals wounds as a doctor.
Hemogen Gain MultiplierA multiplier on the amount of hemogen gained.
Hide At Value
Hide In Classic Mode
Honor ValueThe amount of honor your trader will earn for giving this to a tribute collector.
HungerHow hungry a person is, influences saturation.
Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.
Ideoligion Spread ChanceA multiplier on the chance that this person will try to convert other people to their own ideoligion.
Immunity Gain SpeedThe speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity.
Immunity Gain Speed FactorImmunity gain speed is multiplied by this value.
Immutable
Incoming Damage MultiplierA multiplier on all incoming damage.
Injury Healing FactorThe multiplier applied to a person's injury healing rate.
Insulation - ColdHow much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures.
Insulation - Cold (Material Factor)How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
Insulation - Cold - Material Effect Multiplier
Insulation - HeatHow much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures.
Insulation - Heat (Material Factor)How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
Insulation - Heat - Material Effect Multiplier
Jump RangeThe maximum jump distance.
Knowledge Category
Label For Full Stat List
Learning Rate FactorA multiplier on how quickly a child's learning need is fulfilled by learning activities.
Leather AmountThe amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
Lifespan FactorLifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
Market ValueThe market value of an object.
The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
Market Value Ignoring Hitpoints
MassHow heavy an object is to carry in a caravan or a transport pod. Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.
Max Hit PointsThe maximum hit points of an object.
This represents how much damage it can take before being destroyed.
Max Install CountHow many times this can be installed. Each additional installation increases or upgrades the base effect.
Max NutritionThe amount of nutrition needed to completely fill this creature's stomach.
Max Power OutputThe maximum power that this generator can output in ideal conditions.
Maximum Comfortable TemperatureAbove this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die.
Meat AmountThe amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
Mech BandwidthHow much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.
Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
Mech Control GroupsHow many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
Mech Gestation SpeedA multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
Mech Remote Repair DistanceHow far away a mech can be during remote repair.
Mech Remote Shield DistanceThe maximum range at which a mechanitor can place a shield on a mechanoid.
Mech Remote Shield EnergyThe energy a remote shield will have when created by a mechanitor.
Mech Repair SpeedA multiplier on how fast a mechanitor can repair mechanoids.
Mech Work Speed OffsetA work speed offset applied to a mechanitor's mechs.
Mechanoid Shredding EfficiencyThe 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 SpeedThe speed at which this person can shred a mechanoid for resources.
Medical Operation SpeedThe speed at which the character performs medical operations.
Medical PotencyHow effective this is when used to tend wounds and diseases, or do surgery.
Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
Medical Surgery Success ChanceThe 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 QualityThe 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.


Higher tend quality will speed the recovery from injury.
Medical Tend Quality MaximumThe maximum quality of medical tending that can be achieved while using this.
Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
Medical Tend Quality OffsetMedical tend quality is offset by this value.
Medical Tend SpeedSpeed at which the character tends to wounds and illnesses.
Meditation Plant Growth OffsetAn offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.
Meditation Psyfocus BonusThe amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.
For some objects, this number can change depending on the surroundings and the person doing the meditating.
Meditation Psyfocus GainThe amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
Melee Armor PenetrationAverage armor penetration of all attacks in melee combat.
This stat includes currently used weapon.
Melee CooldownA multiplier on attack delay for weapons made of this material.
Melee DPSAverage damage per second in melee combat.
This stat ignores target defenses like dodging and armor.
Melee DamageDamage done per hit in melee combat.
Melee Damage FactorA multiplier on the amount of melee damage inflicted by this person.
Melee Damage MultiplierA damage multiplier applied to melee combat.
Melee Dodge ChanceChance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Melee Dodge Chance Indoors DarkAn offset on melee dodge chance if the target is indoors in the dark.
Melee Dodge Chance Indoors LitAn offset on melee dodge chance if the target is indoors and lit.
Melee Dodge Chance Outdoors DayAn offset on melee dodge chance if the target is outdoors during the day.
Melee Dodge Chance Outdoors NightAn offset on melee dodge chance if the target is outdoors at night.
Melee Door Damage FactorA special multiplier on the amount of melee damage inflicted on doors.
Melee Hit ChanceChance to hit a target in melee. The target can still dodge even if we would've hit.
Melee Hit Chance Indoors DarkAn offset on melee hit chance if the target is indoors in the dark.
Melee Hit Chance Indoors LitAn offset on melee hit chance if the target is indoors and lit.
Melee Hit Chance Outdoors DarkAn offset on melee hit chance if the target is outdoors at night.
Melee Hit Chance Outdoors LitAn offset on melee hit chance if the target is outdoors during the day.
Mental Break ThresholdAs long as someone's mood is below this level, they are in danger of having a mental break.
The severity of the mental break will depend on how far below the threshold they are.
Minified Thing Inherits
Minimum Comfortable TemperatureBelow this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
Minimum Containment Strength
Minimum Containment StrengthThe containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.
Minimum Handling SkillThis creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
Minimum Monolith Level For Study
Mining SpeedA speed at which this person mines away walls.
Mining YieldThe 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 MultiplierA multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
Move SpeedSpeed of movement in cells per second (c/s).
Mutable Stats
Negotiation AbilityHow effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
Neural Heat GainHow much neural heat will be added as a result of performing this ability.
Neural Heat Gain (Factor)A multiplier on neural heat gained from any source.
Neural Heat LimitThe maximum amount of neural heat individual can tolerate safely.
Neural Heat Limit OffsetAn offset applied to the user's neural heat limit.
Neural Heat Recovery RateThe rate at which this person reduces neural heat.
Neural Heat Recovery Rate OffsetAn offset applied to the user's neural heat recovery rate.
Never Disabled
No Skill Factor
No Skill Offset
Nutrition (Stat)How nutritious this food is.
Offset Label
Outdoor BeautyHow enjoyable something is to look at if it's outside.
Beautiful objects fulfill peoples' need for beauty.
Overrides Hide Stats
Pack RadiusThe area affected when this pack detonates.
Pain Shock ThresholdThe pain level at which this creature is downed from pain.
Parts
Pawn Trap Spring ChanceChance to spring a trap the character is unaware of.
Plant Harvest YieldThe yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
Plant Work SpeedSpeed at which this person sows and harvests plants.
Post Process Curve
Post Process Stat Factors
Pruning SpeedA multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
Psychic Ritual QualityHow much nearby buildings improve quality of psychic rituals performed here.
Psychic Ritual Quality OffsetAn offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
Psychic SensitivityMore sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
Psychic Sensitivity FactorA factor applied to the user's psychic sensitivity.
Psychic Sensitivity OffsetAn offset applied to the user's psychic sensitivity.
Psyfocus CostHow much psyfocus must be spent to perform this ability.
Psylink LevelThe minimum psylink level required to use this ability.
QualityAn item's quality is how well-made it is.
Range (Ability)The maximum distance to a target of this ability, or to the center of the target location.
Ranged CooldownHow long it takes to recover after firing this weapon.
Ranged Cooldown MultiplierA multiplier on the cooldown between bursts when using a ranged weapon
Ranged Damage MultiplierA damage multiplier applied to projectiles fired from this weapon.
Raw Nutrition MultiplierA multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.
Reading BonusProvides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
Reading SpeedA multiplier on how fast this person can read.
RecreationRecreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.
Recreation Fall RateA multiplier on the speed that a person's recreation need falls.
Recreation PowerHow effectively this item entertains people and fulfills the need for recreation.
Recruit Prisoner ChanceBase chance this person will recruit a prisoner.
Repair Energy CostThe amount of energy that this mechanoid loses for every 100 damage repaired.
Repair Success ChanceThe 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.
Requires Holding Platform
Requires Imprisonment
Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.
Research Speed FactorThe speed at which people do research is multiplied by this value.
Rest EffectivenessHow fast people sleeping on this gain rest.
Rest Rate MultiplierA multiplier on how quickly a creature rests while sleeping.
Round To Five Over
Round Value
Scenario Randomizable
Sculpting SpeedSpeed at which this person sculpts.
Sell Price MultiplierA multiplier on the price at which you can sell items.
Sharp DamageA multiplier on damage from sharp-type attacks for weapons made of this material.
Shield Max EnergyThe maximum energy a personal shield can have at one time. More energy can absorb more damage.
Shield Recharge RateThe rate at which a shield gains energy as long as it is not broken.
Shooting AccuracyBase 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.
Shooting Accuracy (Turrets)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.
Shooting Accuracy Indoors DarkAn offset on shooting accuracy if the target is indoors in the dark.
Shooting Accuracy Indoors LitAn offset on shooting accuracy if the target is indoors and lit.
Shooting Accuracy Multiplier (Child)
Shooting Accuracy Outdoors DarkAn offset on shooting accuracy if the target is outdoors at night.
Shooting Accuracy Outdoors LitAn offset on shooting accuracy if the target is outdoors during the day.
Show Developmental Stage Filter
Show If Hediffs Present
Show If Mods Loaded
Show If Mods Loaded Any
Show If Undefined
Show Non Abstract
Show On Animals
Show On Default Value
Show On Entities
Show On Humanlikes
Show On Mechanoids
Show On Non Power Plants
Show On Non Wild Man Humanlikes
Show On Non Work Tables
Show On Pawn Kind
Show On Pawns
Show On Player Mechanoids
Show On Slaves Only
Show On Unhaulables
Show On Untradeables
Show Zero Base Value
Skill Need Factors
Skill Need Offsets
Slave Suppression Fall RateThe rate at which slave suppression falls.
Slave Suppression OffsetAn offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
Sleep Fall RateA multiplier on the speed that a person's sleep need falls.
Smelting SpeedThe speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.
Smithing SpeedSpeed at which this person smiths or crafts weapons, machines, ammunition, and tools.
Smoothing SpeedA multiplier on the speed at which this person smooths rough stone floors and walls.
Social ImpactA multiplier on how much other people are affected by this person's social interactions.
Stagger Time MultiplierA multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
Stat Factors
Stat Factors Explanation Header
Stat Maximum
Stat Minimum
Stonecutting SpeedSpeed at which this person cuts rough stone into blocks. The type of stone being cut does not affect this speed.
Studiable Frequency Ticks
Study EfficiencyA multiplier on how much knowledge a person gets when studying unnatural entities.
Style DominanceHow much this object contributes to overall style dominance in an area.
Subcore Encoding SpeedA multiplier on how fast a mechanitor can create subcores.
Suppress Disabled Error
Suppression PowerA multiplier on a warden's ability to suppress slaves.
Surgery Success Chance FactorA multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
Tailoring SpeedSpeed at which this person makes clothes.
Tame Animal ChanceThe base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals.
Terror (Source)The intensity of terror this object induces when viewed.
To String Number Sense
To String Style
To String Style Unfinalized
Toxic Environment ResistanceHow resistant this creature is to the effects of environmental toxins. This protects against tox gas, rot stink, toxic fallout, and polluted terrain, but not against direct attacks with venom or injected poison. When this value is higher, exposure to pollution produces proportionally less toxic buildup in the body.
Toxic ResistanceHow well this creature resists toxic buildup.
Trade Price ImprovementWhen this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
Train Animal ChanceThe base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
Trap Melee DamageHow much damage this trap does on average per hit. Each trap hits multiple times.
The actual damage in any instance will vary randomly.
Trap Spring ChanceThe likelihood that a trap will spring when an unaware creature passes over it.
Value If Missing
Wastepacks Per RechargeHow many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.
Work Efficiency FactorWork efficiency is multiplied by this value.
Work Speed FactorWork speed is multiplied by this value.
Work To BuildThe base amount of work it takes to build a structure, once all materials are gathered.
The work required to deconstruct the structure is also based on this.
Work To MakeThe base amount of work it takes to make an item, once all materials are gathered.
Worker Class
Worker Int