Carrying Capacity
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Revision as of 16:42, 22 November 2023 by Ickputzdirwech (talk | contribs)
Carrying Capacity is a stat: The 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. Its minimum allowed value is 1. Its default value is 75.
Factors
Carrying Capacity has a base value of 75. This is multiplied by the following factors:
- Manipulation: 100% importance, No max.
- Body Size 100% importance, no max.
Since manipulation can effectively range from 0% to 429% for humans and they have a body size of 1, the carrying capacity ranges from 1 (the absolute minimum) to 322.
- Capacities
- Pain • Consciousness • Moving • Manipulation • Talking • Eating • Sight • Hearing • Breathing • Blood Filtration • Blood Pumping • Digestion
- Basics | Important
- Market Value • Market Value Ignoring Hitpoints • Honor Value
- Non Pawn Important
- Nutrition • Medical Potency • Medical Tend Quality Maximum • Max Hit Points
- Basics
- Mass • Flammability • Psychic Sensitivity Factor • Psychic Sensitivity Offset • Neural Heat Limit Offset • Neural Heat Recovery Rate Offset • Slave Suppression Offset
• Terror (Source)
• Max Install Count
- Pawn
- Recreation Fall Rate • Sleep Fall Rate • Eating Speed • Foraged Food Amount • Minimum Handling Skill • Mental Break Threshold • Immunity Gain Speed • Pain Shock Threshold • Lifespan Factor • Minimum Comfortable Temperature • Maximum Comfortable Temperature • Injury Healing Factor • Caravan Riding Speed • Carrying Capacity • Filth Rate • Crawl Speed • Move Speed • Max Nutrition • Rest Rate Multiplier • Toxic Environment Resistance • Toxic Resistance • Animals Learning Factor • Global Learning Factor • Neural Heat Limit • Psychic Sensitivity • Leather Amount • Meat Amount • Neural Heat Recovery Rate • Meditation Psyfocus Gain • Neural Heat Gain (Factor)
• Ideoligion Spread Chance
• Global Certainty Loss Factor
• Terror
• Raw Nutrition Multiplier
• Learning Rate Factor
• Cancer Rate Factor
• Fertility
• Hemogen Gain Multiplier
- Non Pawn
- Construction Speed (Material Factor) • Deterioration Rate • Sell Price Multiplier • Beauty • Outdoor Beauty • Cleanliness • Comfort • Work To Make • Food Poison Chance (Food Stat) • Shooting Accuracy (Turrets) • Style Dominance
- Mechanoid
- EMP Resistance • Bandwidth Cost
• Energy Usage Multiplier
• Wastepacks Per Recharge
• Control Taking Time
• Repair Energy Cost
- Apparel
- Armor - Material Effect Multiplier • Insulation - Cold - Material Effect Multiplier • Insulation - Heat - Material Effect Multiplier • Equip Delay • Pack Radius • Shield Recharge Rate • Shield Max Energy • Insulation - Heat • Insulation - Cold • Armor - Heat • Armor - Blunt • Armor - Sharp • Jump Range
- Weapon (Ranged)
- Ranged Damage Multiplier • Ranged Cooldown • Accuracy (Long) • Accuracy (Medium) • Accuracy (Short) • Accuracy (Close)
- Weapon (Melee)
- Melee Damage Multiplier • Melee Weapon Average Armor Penetration • Melee Damage Per Second
- Building
- Research Speed Factor • Max Power Output • Medical Tend Quality Offset • Work Speed Factor • Work Efficiency Factor • Work To Build • Door Opening Speed • Rest Effectiveness • Immunity Gain Speed Factor • Recreation Power • Surgery Success Chance Factor • Reading Bonus • Trap Spring Chance • Trap Melee Damage • Biosculpter Pod Speed Factor
• Assembly Speed Factor
• Baby Play Power
• Birth Quality Offset
• Genetic Complexity Increase
- Ability
- Detection Chance • Goodwill Impact • Effect Radius • Duration • Range • Psyfocus Cost • Neural Heat Gain • Casting Time • Psylink Level
- Stuff Stat Factors (Multipliers when made of this)
- Melee Cooldown • Sharp Damage • Blunt Damage • Insulation - Heat (Material Factor) • Insulation - Cold (Material Factor) • Armor - Heat (Material Factor) • Armor - Blunt (Material Factor) • Armor - Sharp (Material Factor)
- Mechanitor
- Mech Bandwidth
• Mech Control Groups
• Mech Gestation Speed
• Mech Remote Repair Distance
• Mech Remote Shield Distance
• Mech Remote Shield Energy
• Mech Repair Speed
• Subcore Encoding Speed
• Mech Work Speed Offset
- Pawn | Combat
- Stagger Time Multiplier • Ranged Cooldown Multiplier • Aiming Time • Pawn Trap Spring Chance • Incoming Damage Multiplier • Accuracy Factor (Long) • Accuracy Factor (Medium) • Accuracy Factor (Short) • Accuracy Factor (Close) • Shooting Accuracy (Indoors Dark
• Indoors Lit
• Outdoors Dark
• Outdoors Lit
) • Mortar Miss Radius Multiplier • Melee Armor Penetration • Melee Dodge Chance (Indoors Dark
• Indoors Lit
• Outdoors Night
• Outdoors Day
) • Melee Hit Chance (Indoors Dark
• Indoors Lit
• Outdoors Dark
• Outdoors Lit
) • Melee DPS • Melee Damage Factor • Melee Cooldown • Melee Door Damage Factor
• Shooting Accuracy Multiplier (Child)
- Social
- Bond Chance Factor • Train Animal Chance • Tame Animal Chance • Arrest Success Chance • Beauty (Pawn) • Social Impact • Drug Sell Price Improvement • Trade Price Improvement • Negotiation Ability • Suppression Power
• Conversion Power
• Slave Suppression Fall Rate
• Animal Products Price Improvement
- Work
- Cleaning Speed Multiplier • Butchery Speed • Mechanoid Shredding Speed • Hunting Stealth • Research Speed • Smelting Speed • Smoothing Speed • Animal Gather Speed • Animal Gather Yield • Drug Cooking Speed • Drug Synthesis Speed • Butchery Efficiency • Mechanoid Shredding Efficiency • Cooking Speed • Food Poison Chance • Plant Work Speed • Plant Harvest Yield • Drug Crop Harvest Yield • Reading Speed • Repair Success Chance • Construct Success Chance • Construction Speed • Medical Tend Speed • Medical Tend Quality • Medical Operation Speed • Medical Surgery Success Chance • Mining Speed • Deep Drilling Speed • Mining Yield • General Labor Speed • Global Work Speed • Hacking Speed
• Pruning Speed
• Activity Suppression Speed
• Study Efficiency
• Entity Study Rate
- Hidden
- Bed Hunger Rate Multiplier
Hidden category: