DefName |
Label label For Full Stat List |
Description |
Category |
Display Priority In Category
|
SmeltingSpeed
|
smelting speed
|
The speed at which this person smelts things.\n\nSince smelting is dumb labor, smelting speed is not affected by any skill.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.3</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
|
4500
|
GeneralLaborSpeed
|
general labor speed
|
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.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1</max>
</capacityFactors>
|
4999
|
DrugSynthesisSpeed
|
drug synthesis speed
|
How fast this character synthesizes complex chemical drugs.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
- Supress Disabled Error: true
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Intellectual</skill>
<baseValue>0.3</baseValue>
<bonusPerLevel>0.0875</bonusPerLevel>
<required>false</required>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.6</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
|
4511
- Disable If Skill Disabled: Crafting
|
CookSpeed
|
cooking speed
|
The speed at which this person cooks meals.
|
PawnWork
- Default Base Value: 0
- No Skill Offset: 20
- Min Value: 0.1
- To String Style: PercentZero
- To String Style Unfinalized: FloatOne
<postProcessStatFactors>
WorkSpeedGlobal
</postProcessStatFactors>
<skillNeedOffsets>
<skill>Cooking</skill>
<baseValue>0</baseValue>
<bonusPerLevel>1</bonusPerLevel>
</skillNeedOffsets>
<capacityOffsets>
<capacity>Sight</capacity>
<scale>4</scale>
<max>1.5</max>
<capacity>Manipulation</capacity>
<scale>16</scale>
<max>1.5</max>
</capacityOffsets>
<postProcessCurve>
<points>
(-20, 0.01)
(0, 0.4)
(20, 1.6)
</points>
</postProcessCurve>
|
4541
|
FoodPoisonChance
|
food poison chance
food poison chance (chance to poison a meal)
|
The probability that this character will inadvertently poison a meal they cook.\n\nAnyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentTwo
<skillNeedFactors>
<skill>Cooking</skill>
<valuesPerLevel>
Level |
Value
|
1 |
0.050
|
2 |
0.040
|
3 |
0.030
|
4 |
0.020
|
5 |
0.015
|
6 |
0.010
|
7 |
0.005
|
8 |
0.0025
|
9 |
0.0015
|
10 |
0.001
|
11 |
0.001
|
12 |
0.001
|
13 |
0.001
|
14 |
0.001
|
15 |
0.001
|
16 |
0.001
|
17 |
0.001
|
18 |
0.001
|
19 |
0.001
|
20 |
0.001
|
</valuesPerLevel>
</skillNeedFactors>
|
4542
|
DrugCookingSpeed
|
drug cooking speed
|
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Cooking</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.06</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.3</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
- Supress Disabled Error: true
|
4510
|
Butchery Speed Base
|
Butchery Speed Base
|
Butchery Speed Base
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.4</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
|
4500
|
ButcheryFleshSpeed
|
butchery speed
|
The speed at which this person butchers flesh creatures.
<skillNeedFactors>
<skill>Cooking</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.06</bonusPerLevel>
</skillNeedFactors>
|
ButcheryMechanoidSpeed
|
mechanoid shredding speed
|
The speed at which this person can shred a mechanoid for resources.
<skillNeedFactors>
<skill>Crafting</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.06</bonusPerLevel>
</skillNeedFactors>
|
Butchery Efficiency Base
|
Butchery Efficiency Base
|
Butchery Efficiency Base
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1.5
- To String Style: PercentZero
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.4</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>0.9</weight>
</capacityFactors>
|
4520
|
ButcheryFleshEfficiency
|
butchery efficiency
|
The amount of meat produced when butchering flesh creatures.\n\nThe actual amount is also related to the creature's size.
<skillNeedFactors>
<skill>Cooking</skill>
<baseValue>0.75</baseValue>
<bonusPerLevel>0.025</bonusPerLevel>
</skillNeedFactors>
|
ButcheryMechanoidEfficiency
|
mechanoid shredding efficiency
|
The amount of materials yielded when this person shreds a dead mechanoid for resources.\n\nThe actual amount is also related to the mechanoid's size.
<skillNeedFactors>
<skill>Crafting</skill>
<baseValue>0.75</baseValue>
<bonusPerLevel>0.025</bonusPerLevel>
</skillNeedFactors>
|
Ability_RequiredPsylink
|
psylink level
|
Ability
|
The minimum psylink level required to use this ability.
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- Show If Undefined: false
|
1005
- Show If Mods Loaded:
- Royalty
|
Ability_CastingTime
|
casting time
|
Ability
|
How long it takes to perform this ability.
- Default Base Value: 1
- Min Value: 0
- Format String: {0} s
- To String Style: FloatOne
- Show If Undefined: false
|
1004
- Show If Mods Loaded:
- Royalty
|
Ability_EntropyGain
|
neural heat gain
|
Ability
|
How much neural heat will be added as a result of performing this ability.
- Default Base Value: 5
- Min Value: 0
- Show If Undefined: false
|
1003
- Show If Mods Loaded:
- Royalty
|
Ability_PsyfocusCost
|
psyfocus cost
|
Ability
|
How much psyfocus must be spent to perform this ability.
- Worker Class: StatWorker_PsyfocusCost
- To String Style: PercentOne
- Default Base Value: 0
- Min Value: 0
- Show If Undefined: false
|
1002
- Show If Mods Loaded:
- Royalty
|
Ability_Range
|
range
|
Ability
|
The maximum distance to a target of this ability, or to the center of the target location.
- Default Base Value: 25
- Min Value: 0
- Hide At Value: 0
- Show If Undefined: false
|
1001
|
Ability_Duration
|
duration
|
Ability
|
How long the effects of this ability last.
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- Format String: {0} s
- Show If Undefined: false
|
999
|
Ability_EffectRadius
|
effect radius
|
Ability
|
The radius of the area of effect of this ability.
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- Show If Undefined: false
|
998
|
Ability_GoodwillImpact
|
goodwill impact
|
Ability
|
How casting this ability on someone will impact relations with their faction.
- Default Base Value: 0
- Hide At Value: 0
- Show If Undefined: false
|
997
|
Ability_DetectChancePerEntropy
|
detection chance
|
Ability
|
The likelihood of this psychic power being detected when it is used.\n\nSome 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.
- Default Base Value: 0
- Min Value: 0
- Show If Undefined: false
- Hide At Value: 0
- To String Style: PercentZero
|
996
- Show If Mods Loaded:
- Royalty
<statFactors>
Ability_EntropyGain
</statFactors>
|
StuffEffectMultiplierArmor
|
Armor - Material effect multiplier
|
Apparel
- Default Base Value: 0
- Min Value: 0
- Always Hide: true
|
1
|
StuffEffectMultiplierInsulation_Cold
|
Insulation - Cold - Material effect multiplier
|
Apparel
- Default Base Value: 0
- Min Value: 0
- Always Hide: true
|
2
|
StuffEffectMultiplierInsulation_Heat
|
Insulation - Heat - Material effect multiplier
|
Apparel
- Default Base Value: 0
- Min Value: 0
- Always Hide: true
|
3
|
Armor Rating Base
|
Armor Rating Base
|
Armor Rating Base
|
Apparel
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- Max Value: 2
- To String Style: PercentOne
<parts>
<factorAwful>0.60</factorAwful>
<factorPoor>0.80</factorPoor>
<factorNormal>1.00</factorNormal>
<factorGood>1.15</factorGood>
<factorExcellent>1.30</factorExcellent>
<factorMasterwork>1.45</factorMasterwork>
<factorLegendary>1.80</factorLegendary>
</parts>
|
ArmorRating_Sharp
|
Armor - Sharp
Armor - Sharp (armor stat)
|
The 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.
|
100
<parts>
<priority>100</priority>
<stuffPowerStat>StuffPower_Armor_Sharp</stuffPowerStat>
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
</parts>
|
ArmorRating_Blunt
|
Armor - Blunt
Armor - Blunt (armor stat)
|
The 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.
|
99
<parts>
<priority>100</priority>
<stuffPowerStat>StuffPower_Armor_Blunt</stuffPowerStat>
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
</parts>
|
ArmorRating_Heat
|
Armor - Heat
Armor - Heat (armor stat)
|
The 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.
|
98
<parts>
<priority>100</priority>
<stuffPowerStat>StuffPower_Armor_Heat</stuffPowerStat>
<multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
</parts>
|
Insulation Base
|
Insulation Base
|
Insulation Base
|
Apparel
- Default Base Value: 0
- Hide At Value: 0
- Min Value: -9999
- Max Value: 9999
- To String Style: TemperatureOffset
- Show On Pawns: false
<parts>
<factorAwful>0.8</factorAwful>
<factorPoor>0.9</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.1</factorGood>
<factorExcellent>1.2</factorExcellent>
<factorMasterwork>1.5</factorMasterwork>
<factorLegendary>1.8</factorLegendary>
<applyToNegativeValues>true</applyToNegativeValues>
</parts>
|
Insulation_Cold
|
Insulation - Cold
Insulation - Cold (armor stat)
|
How much this apparel improves a wearer's minimum comfortable temperature.\n\nGreater values allow surviving in colder temperatures.
|
90
<parts>
<priority>100</priority>
<stuffPowerStat>StuffPower_Insulation_Cold</stuffPowerStat>
<multiplierStat>StuffEffectMultiplierInsulation_Cold</multiplierStat>
</parts>
- Cacheable: true</cacheable>
|
Insulation_Heat
|
Insulation - Heat
Insulation - Heat (armor stat)
|
How much this apparel improves a wearer's maximum comfortable temperature.\n\nGreater values allow surviving in warmer temperatures.
|
89
<parts>
<priority>100</priority>
<stuffPowerStat>StuffPower_Insulation_Heat</stuffPowerStat>
<multiplierStat>StuffEffectMultiplierInsulation_Heat</multiplierStat>
</parts>
|
EnergyShieldEnergyMax
|
Shield max energy
|
The maximum energy a shield can have at one time.\n\nMore energy absorbs more damage.
|
Apparel
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
70
<parts>
<factorAwful>0.6</factorAwful>
<factorPoor>0.8</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.2</factorGood>
<factorExcellent>1.4</factorExcellent>
<factorMasterwork>1.7</factorMasterwork>
<factorLegendary>2.1</factorLegendary>
</parts>
|
EnergyShieldRechargeRate
|
Shield recharge rate
|
The rate at which a shield gains energy as long as it is not broken.
|
Apparel
- Min Value: 0
- Default Base Value: 0.45
- To String Style: PercentZero
- Format String: {0}/s
- Show If Undefined: false
|
69
<parts>
<factorAwful>0.9</factorAwful>
<factorPoor>0.95</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.05</factorGood>
<factorExcellent>1.1</factorExcellent>
<factorMasterwork>1.2</factorMasterwork>
<factorLegendary>1.3</factorLegendary>
</parts>
|
PackRadius
|
Effect radius
|
The area affected when this pack detonates.
|
Apparel
- Min Value: 0
- To String Style: FloatOne
- Format String: {0} c
- Show If Undefined: false
|
60
<parts>
<factorAwful>0.84</factorAwful>
<factorPoor>0.92</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.08</factorGood>
<factorExcellent>1.16</factorExcellent>
<factorMasterwork>1.3</factorMasterwork>
<factorLegendary>1.5</factorLegendary>
</parts>
|
EquipDelay
|
equip delay
|
The time it takes to equip and unequip this item.
|
Apparel
- Default Base Value: 1
- Min Value: 0
- To String Style: FloatMaxOne
- Format String: {0} s
- Show On Pawns: false
|
50
|
MaxHitPoints
|
max hit points
|
The maximum hit points of an object.\n\nThis represents how much damage it can take before being destroyed.
|
BasicsNonPawnImportant
- Default Base Value: 100
- Min Value: 1
- Round Value: true
- To String Style: Integer
- Round To Five Over: 200
- Show Non Abstract: true
- Scenario Randomizable: true
- Show On Pawns: false
|
99997
|
Mass
|
mass
|
The physical mass of an object.
|
Basics
- Default Base Value: 1
- Min Value: 0
- To String Style: FloatTwoOrThree
- Format String: {0} kg
- Minified Thing Inherits: true
|
1500
- Show On Unhaulables: false
<parts>
</parts>
|
Market Value Base
|
Market Value Base
|
Market Value Base
- Worker Class: StatWorker_MarketValue
|
BasicsImportant
- Min Value: 0
- To String Style: Money
- Round To Five Over: 200
|
2510
- Minified Thing Inherits: true
- Show On Untradeables: false
- Scenario Randomizable: true
<parts>
<factorAwful>0.5</factorAwful>
<factorPoor>0.75</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.25</factorGood>
<maxGainGood>500</maxGainGood>
<factorExcellent>1.5</factorExcellent>
<maxGainExcellent>1000</maxGainExcellent>
<factorMasterwork>2.5</factorMasterwork>
<maxGainMasterwork>2000</maxGainMasterwork>
<factorLegendary>5</factorLegendary>
<maxGainLegendary>3000</maxGainLegendary>
<li MayRequire="Biotech" Class="StatPart_Genes"/>
</parts>
|
MarketValue
|
market value
|
The market value of an object.\n\nThe actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
<parts>
<curve>
<points>
(0.0, 0.0)
(0.5, 0.1)
(0.6, 0.5)
(0.9, 1.0)
</points>
</curve>
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(3,0.5)
(13,0.9)
(18,1)
</points>
</curve>
</parts>
|
MarketValueIgnoreHp
|
market value ignoring hitpoints
|
SellPriceFactor
|
sell price multiplier
|
A multiplier on the price at which you can sell items.
|
BasicsNonPawn
- Show If Undefined: false
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
|
2509
- Show On Untradeables: false
|
RoyalFavorValue
|
honor value
|
The amount of honor your trader will earn for giving this to a tribute collector.
|
BasicsImportant
- Default Base Value: 0
- Min Value: 0
- To String Style: FloatMaxThree
- Show If Undefined: false
- Show If Mods Loaded:
- Royalty
|
2508
|
Flammability
|
flammability
|
How easily an object catches fire and how quickly a fire will grow as it burns.
|
Basics
- Default Base Value: 0
- Min Value: 0
- Max Value: 2
- To String Style: PercentZero
- Scenario Randomizable: true
|
3000
- Minified Thing Inherits: true
|
WorkToMake
|
work to make
|
The base amount of work it takes to make an item, once all materials are gathered.
|
BasicsNonPawn
- Default Base Value: 1
- Min Value: 0
- To String Style: WorkAmount
- Round To Five Over: 300
- Show If Undefined: false
- Scenario Randomizable: true
|
3100
|
DeteriorationRate
|
deterioration rate
|
The rate at which this item deteriorates when left outside, in average hit points per day.\n\nDeterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
|
BasicsNonPawn
- Show If Undefined: false
- Default Base Value: 0
- Min Value: 0
- To String Style: FloatTwo
- Format String: {0} / day
<parts>
<factorAwful>2</factorAwful>
<factorPoor>1.5</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>0.8</factorGood>
<factorExcellent>0.6</factorExcellent>
<factorMasterwork>0.3</factorMasterwork>
<factorLegendary>0.1</factorLegendary>
<factorOffsetUnroofed>0.5</factorOffsetUnroofed>
<factorOffsetOutdoors>0.5</factorOffsetOutdoors>
<protectedByEdificeFactor>0</protectedByEdificeFactor>
<li Class="StatPart_Pollution" MayRequire="Biotech">
<multiplier>1.5</multiplier>
<li Class="StatPart_NoxiousHaze" MayRequire="Biotech">
<multiplier>3</multiplier>
<multiplier>3</multiplier>
<li Class="StatPart_NearHarbingerTree" MayRequire="Anomaly">
<multiplier>2</multiplier>
<li Class="StatPart_ShamblerCorpse" MayRequire="Anomaly">
<multiplier>5</multiplier>
</parts>
- Scenario Randomizable: true
|
2500
|
Beauty
|
beauty
|
How enjoyable an object is to look at.\n\nBeautiful objects fulfill characters' need for beauty.
|
BasicsNonPawn
- Default Base Value: 0
- Min Value: -1000
- Hide At Value: 0
- Round Value: true
- To String Style: Integer
- Round To Five Over: 100
- Apply Factors If Negative: false
<parts>
<factorAwful>-0.1</factorAwful>
<factorPoor>0.5</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>2</factorGood>
<factorExcellent>3</factorExcellent>
<factorMasterwork>5</factorMasterwork>
<factorLegendary>8</factorLegendary>
</parts>
|
3000
|
BeautyOutdoors
|
outdoor beauty
|
How enjoyable something is to look at if it's outside.\n\nBeautiful objects fulfill peoples' need for beauty.
|
Cleanliness
|
cleanliness
|
How much an object contributes to an area's cleanliness score.
|
BasicsNonPawn
- Default Base Value: 0
- Max Value: 1000
- Min Value: -1000
- Hide At Value: 0
- To String Style: FloatOne
- Apply Factors If Negative: false
|
3000
|
Comfort
|
comfort
|
How comfortable an object is to sit or lay on.\n\nUsing comfortable objects fulfills a character's need for comfort.
|
BasicsNonPawn
- Show If Undefined: false
- Default Base Value: 0
- Max Value: 1000
- Min Value: -1000
- To String Style: FloatTwo
- Apply Factors If Negative: false
<parts>
<factorAwful>0.76</factorAwful>
<factorPoor>0.88</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.12</factorGood>
<factorExcellent>1.24</factorExcellent>
<factorMasterwork>1.45</factorMasterwork>
<factorLegendary>1.7</factorLegendary>
</parts>
|
3000
|
Nutrition
|
nutrition
|
How nutritious this food is.
|
BasicsNonPawnImportant
- Default Base Value: 0
- Min Value: 0
- Show If Undefined: false
- To String Style: FloatTwo
<parts>
</parts>
|
3000
|
FoodPoisonChanceFixedHuman
|
food poison chance
food poison chance (food stat)
|
The chance this food will cause food poisoning.
|
BasicsNonPawn
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- To String Style: PercentZero
<parts>
</parts>
|
4000
|
ShootingAccuracyTurret
|
shooting accuracy
shooting accuracy (turrets)
|
Base chance to not miss per cell of shot distance.\n\nChance 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.
|
BasicsNonPawn
- Worker Class: StatWorker_ShootingAccuracy
- Default Base Value: 0.96
- To String Style: PercentOne
- To String Style Unfinalized: FloatOne
- Show If Undefined: false
|
4000
|
MedicalPotency
|
medical potency
|
How effective this is when used to tend wounds and diseases, or do surgery.\n\nHigher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.\nMedical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
|
BasicsNonPawnImportant
- Default Base Value: 0.0
- Min Value: 0.2
- To String Style: PercentZero
- Show If Undefined: false
|
4000
|
MedicalQualityMax
|
medical tend quality maximum
|
The maximum quality of medical tending that can be achieved while using this.\n\nBetter tend quality allows skilled doctors to treat wounds better, as well as more reliably.
|
BasicsNonPawnImportant
- Default Base Value: 1.0
- Min Value: 0.0
- To String Style: PercentZero
- Show If Undefined: false
|
4010
|
ConstructionSpeedFactor
|
construction speed
construction speed (material factor)
|
The speed at which buildings made of this are constructed is multiplied by this value.\n\nSome materials, like stone, are slow to build from, while others, like wood, are fast.
|
BasicsNonPawn
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
- Hide At Value: 1
|
2500
|
Meditation Focus Base
|
Meditation Focus Base
|
Meditation Focus Base
<formatStringUnfinalized>{0} / day</formatStringUnfinalized>
- To String Style: PercentZero
<showIfModsLoadedAny>Royalty</showIfModsLoadedAny>
|
MeditationFocusStrength
|
meditation psyfocus bonus
|
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.\n\nFor some objects, this number can change depending on the surroundings and the person doing the meditating.
- Worker Class: StatWorker_PossibleCompOffsets
|
Meditation
- Default Base Value: 0
- Min Value: 0.0
- Show If Undefined: false
<showZeroBaseValue>true</showZeroBaseValue>
|
4010
|
PsychicSensitivityOffset
|
psychic sensitivity offset
|
An offset applied to the user's psychic sensitivity.
|
Basics
- Default Base Value: 0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
|
3500
- Show If Undefined: false
- Show On Pawns: false
<parts>
<factorAwful>0.5</factorAwful>
<factorPoor>0.66</factorPoor>
<factorNormal>0.83</factorNormal>
<factorGood>1.0</factorGood>
<factorExcellent>1.16</factorExcellent>
<factorMasterwork>1.32</factorMasterwork>
<factorLegendary>1.5</factorLegendary>
<applyToNegativeValues>true</applyToNegativeValues>
</parts>
- Cacheable: true</cacheable>
|
PsychicSensitivityFactor
|
psychic sensitivity factor
|
A factor applied to the user's psychic sensitivity.
|
Basics
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
|
3500
- Show If Undefined: false
- Show On Pawns: false
|
PsychicEntropyMaxOffset
|
neural heat limit offset
|
An offset applied to the user's neural heat limit.
|
Basics
- Default Base Value: 0
- Hide At Value: 0
- To String Style: FloatOne
<showOnAnimals>false</showOnAnimals>
|
3525
- Show If Undefined: false
- Show On Pawns: false
- Show If Mods Loaded:
Royalty
<showIfModsLoadedAny>
Royalty
Biotech
</showIfModsLoadedAny>
|
PsychicEntropyRecoveryRateOffset
|
neural heat recovery rate offset
|
An offset applied to the user's neural heat recovery rate.
|
Basics
- Default Base Value: 0
- Hide At Value: 0
- Format String: {0}/s
- To String Style: FloatTwo
<showOnAnimals>false</showOnAnimals>
|
3550
- Show If Undefined: false
- Show On Pawns: false
<showIfModsLoadedAny>
Royalty
Biotech
</showIfModsLoadedAny>
|
FilthMultiplier
|
filth multiplier
|
How 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.
|
Terrain
- Default Base Value: 1
- Min Value: 0
- Show On Pawns: false
- To String Style: PercentZero
|
CleaningTimeFactor
|
cleaning time multiplier
|
A multiplier on how long it takes to clean filth from this surface.
|
Terrain
- Default Base Value: 1
- Min Value: 0.001
- Show On Pawns: false
- To String Style: PercentZero
|
WorkToBuild
|
work to build
|
The base amount of work it takes to build a structure, once all materials are gathered.\n\nThe work required to deconstruct the structure is also based on this.
|
Building
- Default Base Value: 1
- Min Value: 0
- To String Style: WorkAmount
- Round To Five Over: 300
- Show If Undefined: false
- Scenario Randomizable: true
|
3101
|
DoorOpenSpeed
|
door opening speed
|
The speed at which the door opens when unpowered.\n\nSlow doors will slow down everyone who uses them.
|
Building
- Default Base Value: 1
- Min Value: 0.2
- To String Style: PercentZero
|
3102
|
BedRestEffectiveness
|
rest effectiveness
|
How fast people sleeping on this gain rest.
|
Building
- Default Base Value: 0.0
- Min Value: 0.4
<valueIfMissing>0.8</valueIfMissing>
- To String Style: PercentZero
- Show If Undefined: false
<parts>
<factorAwful>0.86</factorAwful>
<factorPoor>0.92</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.08</factorGood>
<factorExcellent>1.14</factorExcellent>
<factorMasterwork>1.25</factorMasterwork>
<factorLegendary>1.6</factorLegendary>
</parts>
|
4000
|
TrapMeleeDamage
- Worker Class: StatWorker_MeleeDamageAmountTrap
|
trap melee damage
|
How much damage this trap does on average per hit. Each trap hits multiple times.\n\nThe actual damage in any instance will vary randomly.
|
Building
- Default Base Value: 1
- Min Value: 1
- To String Style: Integer
- Show If Undefined: false
|
5001
|
TrapSpringChance
|
trap spring chance
|
The likelihood that the trap will spring when an unaware creature passes over it.
|
Building
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
5000
|
ResearchSpeedFactor
|
research speed factor
|
The speed at which people do research is multiplied by this value.
|
Building
- Default Base Value: 1
- Min Value: 0.25
- To String Style: PercentZero
- Show If Undefined: false
<parts>
<factorIndoors>1.00</factorIndoors>
<factorOutdoors>0.75</factorOutdoors>
<roomStat>ResearchSpeedFactor</roomStat>
<customLabel>Room cleanliness</customLabel>
<roomStat>ReadingBonus</roomStat>
<customLabel>Reading bonus</customLabel>
</parts>
|
1000
|
MedicalTendQualityOffset
|
medical tend quality offset
|
Medical tend quality is offset by this value.
|
Building
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
- Hide At Value: 0
|
2000
|
ImmunityGainSpeedFactor
|
immunity gain speed factor
|
Immunity gain speed is multiplied by this value.
|
Building
- Default Base Value: 1
- Min Value: 0.5
- To String Style: PercentZero
- Hide At Value: 1
|
4000
|
PowerPlantMaxPowerOuput
- Worker Class: StatWorker_MaxPowerOutput
|
max power output
|
The maximum power that this generator can output in ideal conditions.
|
Building
- Default Base Value: 0
- Min Value: 0
- To String Style: Integer
<showOnNonPowerPlants>false</showOnNonPowerPlants>
|
1000
|
WorkTableWorkSpeedFactor
|
work speed factor
|
Work speed is multiplied by this value.
|
Building
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<showOnNonWorkTables>false</showOnNonWorkTables>
<parts>
</parts>
|
3000
|
WorkTableEfficiencyFactor
|
work efficiency factor
|
Work efficiency is multiplied by this value.
|
Building
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<showOnNonWorkTables>false</showOnNonWorkTables>
|
3000
|
JoyGainFactor
|
recreation power
|
How effectively this item entertains people and fulfills the need for recreation.
|
Building
- Default Base Value: 1
- Min Value: 0.3
- To String Style: PercentZero
- Show If Undefined: false
<parts>
<factorAwful>0.76</factorAwful>
<factorPoor>0.88</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.12</factorGood>
<factorExcellent>1.24</factorExcellent>
<factorMasterwork>1.4</factorMasterwork>
<factorLegendary>1.8</factorLegendary>
</parts>
|
4010
|
SurgerySuccessChanceFactor
|
surgery success chance factor
|
A multiplier to the chance that a surgery will succeed when performed here.\n\nSurgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
- Worker Class: StatWorker_SurgerySuccessChanceFactor
|
Building
- Default Base Value: 1.00
- Min Value: 0
- To String Style: PercentZero
<parts>
<roomStat>SurgerySuccessChanceCleanlinessFactor</roomStat>
<customLabel>Room cleanliness</customLabel>
<factorFromGlowCurve>
<points>
(0,0.75)
(0.50,1.00)
</points>
</factorFromGlowCurve>
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
<factorIndoors>1</factorIndoors>
<factorOutdoors>0.85</factorOutdoors>
<factorAwful>0.90</factorAwful>
<factorPoor>0.95</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.05</factorGood>
<factorExcellent>1.1</factorExcellent>
<factorMasterwork>1.15</factorMasterwork>
<factorLegendary>1.3</factorLegendary>
</parts>
|
4100
|
RoomReadingBonus
|
reading bonus
|
Provides 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.
- Worker Class: StatWorker_RoomReadingBonus
|
Building
- Default Base Value: 1
- Min Value: 1
- To String Style: PercentZero
<parts>
<roomStat>ReadingBonus</roomStat>
<customLabel>Reading bonus</customLabel>
</parts>
|
4200
|
MeleeDPS
- Worker Class: StatWorker_MeleeDPS
|
melee DPS
|
Average damage per second in melee combat.\n\nThis stat ignores target defenses like dodging and armor.
|
PawnCombat
- Default Base Value: 0
- Min Value: 0
- To String Style: FloatTwo
<forInformationOnly>true</forInformationOnly>
|
5100
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
|
MeleeDamageFactor
|
melee damage factor
|
A multiplier on the amount of melee damage inflicted by this person.
|
PawnCombat
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.0001
|
5200
<parts>
<li MayRequire="Anomaly" Class="StatPart_ShamblerCrawling">
<factor>0.75</factor>
</parts>
|
MeleeCooldownFactor
|
melee cooldown
|
A multiplier on the time this creature takes to recover after making a melee attack.
|
PawnCombat
- Default Base Value: 1
- Min Value: 0.05
- To String Style: PercentZero
- Show If Undefined: false
|
5201
|
MeleeArmorPenetration
- Worker Class: StatWorker_MeleeArmorPenetration
|
melee armor penetration
|
Average armor penetration of all attacks in melee combat.\n\nThis stat includes currently used weapon.
|
PawnCombat
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
<forInformationOnly>true</forInformationOnly>
|
4100
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
|
MeleeHitChance
|
melee hit chance
|
Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit.
|
PawnCombat
<neverDisabled>true</neverDisabled>
- Default Base Value: 0
- Min Value: 0
- Show On Pawns: false
- To String Style: PercentZero
- To String Style Unfinalized: FloatOne
<finalizeEquippedStatOffset>false</finalizeEquippedStatOffset>
<skillNeedOffsets>
<skill>Melee</skill>
<baseValue>0</baseValue>
<bonusPerLevel>1</bonusPerLevel>
</skillNeedOffsets>
<capacityOffsets>
<capacity>Manipulation</capacity>
<scale>12</scale>
<max>1.5</max>
<capacity>Sight</capacity>
<scale>12</scale>
<max>1.5</max>
</capacityOffsets>
<postProcessCurve>
<points>
(-20, 0.05)
(-10, 0.10)
(0.0, 0.50)
(10, 0.80)
(20, 0.90)
(40, 0.96)
(60, 0.98)
</points>
</postProcessCurve>
<parts>
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(4,0.05)
(12,0.8)
(13,1)
</points>
</curve>
</parts>
|
4100
|
MeleeDodgeChance
|
melee dodge chance
|
Chance to dodge a melee attack that would've otherwise hit.\n\nCharacters will not dodge while aiming or firing a ranged weapon.
|
PawnCombat
<neverDisabled>true</neverDisabled>
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
- To String Style Unfinalized: FloatOne
- No Skill Offset: 0
<skillNeedOffsets>
<skill>Melee</skill>
<baseValue>0</baseValue>
<bonusPerLevel>1</bonusPerLevel>
</skillNeedOffsets>
<capacityOffsets>
<capacity>Moving</capacity>
<scale>18</scale>
<capacity>Sight</capacity>
<scale>8</scale>
<max>1.4</max>
</capacityOffsets>
<postProcessCurve>
<points>
(5, 0)
(20, 0.30)
(60, 0.50)
</points>
</postProcessCurve>
|
4100
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
|
RangedCooldownFactor
|
ranged cooldown multiplier
|
A multiplier on the cooldown between bursts when using a ranged weapon.
|
PawnCombat
- To String Style: PercentZero
- Default Base Value: 1
- Min Value: 0.01
- Hide At Value: 1
|
1205
|
ShootingAccuracyPawn
|
shooting accuracy
shooting accuracy (people)
|
Base chance to not miss per cell of shot distance.\n\nChance to hit is also affected by many other factors.\n\nA hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
|
PawnCombat
- Worker Class: StatWorker_ShootingAccuracy
<showOnAnimals>false</showOnAnimals>
<showOnEntities>false</showOnEntities>
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentOne
- To String Style Unfinalized: FloatOne
<finalizeEquippedStatOffset>false</finalizeEquippedStatOffset>
<skillNeedOffsets>
<skill>Shooting</skill>
<baseValue>0</baseValue>
<bonusPerLevel>1</bonusPerLevel>
</skillNeedOffsets>
<capacityOffsets>
<capacity>Sight</capacity>
<scale>12</scale>
<max>2</max>
<capacity>Manipulation</capacity>
<scale>8</scale>
<max>1</max>
</capacityOffsets>
<postProcessCurve>
<points>
(-20, 0.70)
(-10, 0.80)
(-6, 0.83)
(-4, 0.85)
(-2, 0.87)
(0, 0.89)
(2, 0.93)
(4, 0.94)
(6, 0.95)
(8, 0.96)
(10, 0.97)
(12, 0.975)
(14, 0.98)
(16, 0.98333)
(18, 0.98666)
(20, 0.99)
(22, 0.9925)
(26, 0.995)
(30, 0.9965)
(40, 0.998)
(60, 0.999)
</points>
</postProcessCurve>
<postProcessStatFactors>
<li MayRequire="Biotech">ShootingAccuracyChildFactor
</postProcessStatFactors>
|
4050
|
Shooting Accuracy Factor Base
|
Shooting Accuracy Factor Base
|
Shooting Accuracy Factor Base
|
PawnCombat
- Min Value: 0.01
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
|
ShootingAccuracyFactor_Touch
|
accuracy factor (close)
|
A multiplier on accuracy at a distance of 3 cells or less.
|
4049
|
ShootingAccuracyFactor_Short
|
accuracy factor (short)
|
A multiplier on accuracy at a distance of 12 cells.
|
4048
|
ShootingAccuracyFactor_Medium
|
accuracy factor (medium)
|
A multiplier on accuracy at a distance of 25 cells.
|
4047
|
ShootingAccuracyFactor_Long
|
accuracy factor (long)
|
A multiplier on accuracy at a distance of 40 cells or more.
|
4046
|
AimingDelayFactor
|
aiming time
|
How long it takes to shoot after choosing a target.
|
PawnCombat
|
4040
- Default Base Value: 1
- Min Value: 0.01
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnEntities>false</showOnEntities>
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
<parts>
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(4,1.8)
(12,1.1)
(13,1)
</points>
</curve>
</parts>
|
MortarMissRadiusFactor
|
Mortar miss radius multiplier
Mortar miss radius multiplier
|
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
|
PawnCombat
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
- To String Style Unfinalized: FloatOne
<finalizeEquippedStatOffset>false</finalizeEquippedStatOffset>
<skillNeedOffsets>
<skill>Shooting</skill>
<baseValue>0.2</baseValue>
<bonusPerLevel>-0.025</bonusPerLevel>
</skillNeedOffsets>
<capacityOffsets>
<capacity>Sight</capacity>
<max>1</max>
<scale>-1</scale>
<capacity>Manipulation</capacity>
<scale>-0.5</scale>
</capacityOffsets>
|
4060
|
PawnTrapSpringChance
|
trap spring chance
|
Chance to spring a trap the character is unaware of.
|
PawnCombat
- Default Base Value: 1
- Min Value: 0
- Hide At Value: 1
- To String Style: PercentZero
- Show If Undefined: false
|
4047
|
IncomingDamageFactor
|
incoming damage multiplier
|
A multiplier on all incoming damage.
|
PawnCombat
- Default Base Value: 1
- Min Value: 0
- Hide At Value: 1
- To String Style: PercentZero
|
4048
|
StaggerDurationFactor
|
stagger time multiplier
|
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
|
PawnCombat
- To String Style: PercentZero
- Default Base Value: 1
- Min Value: 0
- Hide At Value: 1
|
1200
|
MoveSpeed
|
move speed
|
Speed of movement in cells per second.
|
BasicsPawn
- Default Base Value: 3.0
- Min Value: 0.15
- To String Style: FloatTwo
- Format String: {0} c/s
<capacityFactors>
<capacity>Moving</capacity>
<weight>1</weight>
</capacityFactors>
<parts>
<humanlikeOnly>true</humanlikeOnly>
<factorFromGlowCurve>
<points>
(0,0.80)
(0.30,1.00)
</points>
</factorFromGlowCurve>
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
<li MayRequire="Anomaly" Class="StatPart_RevenantSpeed" />
</parts>
- Scenario Randomizable: true
|
2500
|
CrawlSpeed
|
crawl speed
|
Speed of crawling in cells per second.
|
BasicsPawn
- Default Base Value: 0.6
- Min Value: 0
- To String Style: FloatTwo
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
|
2499
|
MentalBreakThreshold
|
mental break threshold
|
As long as someone's mood is below this level, they are in danger of having a mental break.\n\nThe severity of the mental break will depend on how far below the threshold they are.
|
BasicsPawn
- Default Base Value: 0.35
- Min Value: 0.01
- Max Value: 0.50
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
|
2000
- Scenario Randomizable: true
|
PsychicSensitivity
|
psychic sensitivity
|
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
|
BasicsPawn
- Default Base Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
|
3500
- Scenario Randomizable: true
<parts>
<apparelStat>PsychicSensitivityOffset</apparelStat>
<includeWeapon>true</includeWeapon>
<apparelStat>PsychicSensitivityFactor</apparelStat>
<includeWeapon>true</includeWeapon>
<li Class="StatPart_BlindPsychicSensitivityOffset" MayRequire="Ideology" />
</parts>
- Cacheable: true</cacheable>
|
ToxicResistance
|
toxic resistance
|
How well this creature resists toxic buildup.
|
BasicsPawn
- Default Base Value: 0
- Hide At Value: 0
- Max Value: 1
- To String Style: PercentZero
|
3451
|
GlobalLearningFactor
|
global learning factor
|
A multiplier on the learning rate for all skills.
|
BasicsPawn
- Default Base Value: 1.0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
- Hide At Value: 1
- Min Value: 0
|
3500
- Scenario Randomizable: true
|
BedHungerRateFactor
|
bed hunger rate multiplier
- Always Hide: true
- Min Value: 0
- To String Style: PercentZero
- Default Base Value: 1.0
|
RestRateMultiplier
|
rest rate multiplier
|
A multiplier on how quickly a creature rests while sleeping.
|
BasicsPawn
- Default Base Value: 1.0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
- Hide At Value: 1
- Min Value: 0.05
|
2501
- Scenario Randomizable: true
<showOnMechanoids>false</showOnMechanoids>
<capacityFactors>
<capacity>BloodPumping</capacity>
<weight>0.3</weight>
<capacity>Metabolism</capacity>
<weight>0.3</weight>
<capacity>Breathing</capacity>
<weight>0.3</weight>
</capacityFactors>
|
EatingSpeed
|
eating speed
|
A multiplier on eating speed.
|
BasicsPawn
- Default Base Value: 1
- To String Style: PercentZero
- Hide At Value: 1
- Min Value: 0.15
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
<capacityFactors>
<capacity>Eating</capacity>
<weight>0.95</weight>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
</capacityFactors>
|
1000
|
ComfyTemperatureMin
|
min comfortable temperature
|
Below this temperature, characters will be unhappy.\n\nSignificantly below this temperature, they will develop hypothermia and frostbite and eventually die.
|
BasicsPawn
- Default Base Value: 0
- To String Style: Temperature
- Min Value: -2000
- Max Value: 2000
<parts>
<apparelStat>Insulation_Cold</apparelStat>
<subtract>true</subtract>
</parts>
- Scenario Randomizable: true
|
2010
- Cacheable: true</cacheable>
|
ComfyTemperatureMax
|
max comfortable temperature
|
Above this temperature, characters will be unhappy.\n\nSignificantly above this temperature, they will develop heatstroke and eventually die.
|
BasicsPawn
- Default Base Value: 40
- To String Style: Temperature
- Min Value: -2000
- Max Value: 2000
<parts>
<apparelStat>Insulation_Heat</apparelStat>
</parts>
- Scenario Randomizable: true
|
2010
- Cacheable: true</cacheable>
|
ImmunityGainSpeed
|
immunity gain speed
|
The speed at which this character gains immunity to diseases.\n\nIf this is too slow, the character will die from a disease before developing immunity.
|
BasicsPawn
<showOnEntities>false</showOnEntities>
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
<capacityFactors>
<capacity>BloodFiltration</capacity>
<weight>0.5</weight>
</capacityFactors>
<parts>
<factorUrgentlyHungry>0.9</factorUrgentlyHungry>
<factorStarving>0.7</factorStarving>
<factorTired>0.96</factorTired>
<factorVeryTired>0.92</factorVeryTired>
<factorExhausted>0.8</factorExhausted>
<stat>ImmunityGainSpeedFactor</stat>
<factor>1.1</factor>
<curve>
<points>
(0.65,1)
(0.8,0.95)
(1.0,0.9)
(1.2,0.8)
(1.5,0.5)
</points>
</curve>
</parts>
- Scenario Randomizable: true
|
2000
<showOnMechanoids>false</showOnMechanoids>
|
InjuryHealingFactor
|
injury healing factor
|
The multiplier applied to a person's injury healing rate.
|
BasicsPawn
- Default Base Value: 1.0
- To String Style: PercentZero
- Min Value: 0
|
2201
<parts>
<li MayRequire="Biotech" Class="StatPart_Deathresting">
<factor>5</factor>
</parts>
|
CarryingCapacity
|
carrying capacity
|
The amount of stuff this creature can carry in its hands, mouth, or other manipulators.\n\nThis is separate from the ability to carry cargo on long cross-world trips.
|
BasicsPawn
<showOnEntities>false</showOnEntities>
- Default Base Value: 75
- Min Value: 1
- To String Style: Integer
<parts>
</parts>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1.0</weight>
</capacityFactors>
|
2203
|
MeatAmount
|
meat amount
|
The 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.
|
BasicsPawn
- Default Base Value: 140
- Worker Class: StatWorker_MeatAmount
- Min Value: 0
<showOnMechanoids>false</showOnMechanoids>
<parts>
<factor>0.66</factor>
<curve>
<points>
<loc>
<x>0</x>
<y>1</y>
</loc>
<loc>
<x>1</x>
<y>0.4</y>
</loc>
</points>
</curve>
</parts>
<postProcessCurve>
<points>
(0,0)
(5,14)
(40,40)
(100000,100000)
</points>
</postProcessCurve>
|
3552
|
LeatherAmount
|
leather amount
|
The 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.
|
BasicsPawn
- Default Base Value: 0
- Worker Class: StatWorker_LeatherAmount
- Min Value: 0
- To String Style: Integer
- Hide At Value: 0
<parts>
<factor>0.66</factor>
</parts>
<postProcessCurve>
<points>
(0,0)
(5,14)
(40,40)
(100000,100000)
</points>
</postProcessCurve>
|
3551
|
MinimumHandlingSkill
- Worker Class: StatWorker_MinimumHandlingSkill
|
minimum handling skill
|
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
|
BasicsPawn
- Default Base Value: 0
- Min Value: 0
- Round Value: true
- To String Style: Integer
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
<showOnNonWildManHumanlikes>false</showOnNonWildManHumanlikes>
<parts>
<offset>7</offset>
</parts>
|
1500
|
PainShockThreshold
|
pain shock threshold
|
The pain level at which this creature is downed from pain.
|
BasicsPawn
- Min Value: 0.01
- Max Value: 0.99
- Default Base Value: 0.8
- To String Style: PercentZero
<showOnMechanoids>false</showOnMechanoids>
|
2000
|
ForagedNutritionPerDay
|
foraged food amount
|
The amount of nutrition this person will automatically forage per day while traveling by caravan.
|
BasicsPawn
- Min Value: 0
- Default Base Value: 0
- To String Style: FloatMaxTwo
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
<skillNeedOffsets>
<skill>Plants</skill>
<baseValue>0</baseValue>
<bonusPerLevel>0.09</bonusPerLevel>
</skillNeedOffsets>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.5</weight>
<max>1</max>
<capacity>Sight</capacity>
<weight>0.9</weight>
</capacityFactors>
|
1000
|
FilthRate
|
filth rate
|
How much filth this creature produces.\n\nIt's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
|
BasicsPawn
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
- Default Base Value: 1
- Min Value: 0
- To String Style: FloatOne
|
2205
|
AnimalsLearningFactor
|
animals learning factor
|
A multiplier on the learning rate for animals skill.
|
BasicsPawn
- Default Base Value: 1.0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
- Hide At Value: 1
- Min Value: 0
|
3500
- Scenario Randomizable: true
|
CaravanRidingSpeedFactor
|
caravan riding speed
|
The 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.
- Worker Class: StatWorker_CaravanRidingSpeedFactor
|
BasicsPawn
- Show If Undefined: false
- Default Base Value: 1.0
- To String Style: PercentZero
- Min Value: 1
|
2203
|
MaxNutrition
|
max nutrition
|
The amount of nutrition needed to completely fill this creature's stomach.
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.01
|
BasicsPawn
- To String Style: FloatMaxTwo
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
|
2501
<parts>
</parts>
- Cacheable: true</cacheable>
|
LifespanFactor
|
lifespan factor
|
Lifespan 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.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.01
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
|
2000
|
MeditationFocusGain
|
meditation psyfocus gain
|
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
|
BasicsPawn
- Default Base Value: 0.5
- Min Value: 0
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
|
4010
<showIfModsLoadedAny>
Biotech
</showIfModsLoadedAny>
|
PsychicEntropyMax
|
neural heat limit
|
The maximum amount of neural heat individual can tolerate safely.
|
BasicsPawn
- Default Base Value: 30
- Min Value: 0
- Hide At Value: 0
- To String Style: FloatOne
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Show If Mods Loaded:
- Royalty
<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent>
<showIfModsLoadedAny>
Royalty
Biotech
</showIfModsLoadedAny>
|
3500
- Scenario Randomizable: true
<statFactors>
PsychicSensitivity
</statFactors>
<parts>
<li Class="StatPart_GearStatOffset" MayRequireAnyOf="Royalty,Biotech">
<apparelStat>PsychicEntropyMaxOffset</apparelStat>
<includeWeapon>true</includeWeapon>
</parts>
|
PsychicEntropyRecoveryRate
|
neural heat recovery rate
|
The rate at which this person reduces neural heat.
|
BasicsPawn
- Min Value: 0
- Hide At Value: 0
- Default Base Value: 0.54
- To String Style: FloatTwo
- Format String: {0}/s
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Show If Mods Loaded:
- Royalty
<showIfHediffsPresent>PsychicAmplifier</showIfHediffsPresent>
<showIfModsLoadedAny>
Royalty
Biotech
</showIfModsLoadedAny>
|
4000
<parts>
<factor>3</factor>
<li Class="StatPart_GearStatOffset" MayRequireAnyOf="Royalty,Biotech">
<apparelStat>PsychicEntropyRecoveryRateOffset</apparelStat>
<includeWeapon>true</includeWeapon>
</parts>
|
ToxicEnvironmentResistance
|
toxic environment resistance
|
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 0
- Min Value: 0
- Max Value: 1
|
3450
|
RestFallRateFactor
|
sleep fall rate
|
A multiplier on the speed that a person's sleep need falls.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.0001
<showOnAnimals>false</showOnAnimals>
|
Mech Stat Base
|
Mech Stat Base
|
Mech Stat Base
<showOnAnimals>false</showOnAnimals>
<showOnHumanlikes>false</showOnHumanlikes>
<showOnMechanoids>true</showOnMechanoids>
|
Mechanoid
|
EMPResistance
|
EMP resistance
|
This 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.
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
|
2030
|
JoyFallRateFactor
|
recreation fall rate
|
A multiplier on the speed that a person's recreation need falls.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.0001
<showOnAnimals>false</showOnAnimals>
|
NegotiationAbility
|
negotiation ability
|
How effective this person is as a negotiator.\n\nThis affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.4
- To String Style: PercentTwo
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.075</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.9</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.9</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
</capacityFactors>
|
2600
|
PawnBeauty
|
beauty
|
How physically attractive this person is. This affects social interactions.
|
PawnSocial
- Default Base Value: 0
- To String Style: FloatOne
|
2000
|
ArrestSuccessChance
|
Arrest success chance
|
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.6
- Max Value: 1
<valueIfMissing>0.4</valueIfMissing>
- To String Style: PercentTwo
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0.6</baseValue>
<bonusPerLevel>0.075</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.9</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
</capacityFactors>
|
2000
<parts>
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(3, 0.05)
(13, 0.8)
(18, 1)
</points>
</curve>
</parts>
|
TradePriceImprovement
|
trade price improvement
|
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0
- Max Value: 0.395
<displayMaxWhenAboveOrEqual>true</displayMaxWhenAboveOrEqual>
- To String Style: PercentTwo
|
2599
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0</baseValue>
<bonusPerLevel>0.015</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.9</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.9</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
</capacityFactors>
<parts>
<offset>0.02</offset>
</parts>
|
DrugSellPriceImprovement
|
drug sell price improvement
|
When this person sells non-medical drugs, prices are improved by this percentage.
|
PawnSocial
- Default Base Value: 0
- Hide At Value: 0
- To String Style: PercentTwo
- Disable If Skill Disabled: Social
|
2560
|
SocialImpact
|
social impact
|
A multiplier on how much other people are affected by this person's social interactions.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.2
- To String Style: PercentTwo
|
2000
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0.82</baseValue>
<bonusPerLevel>0.0275</bonusPerLevel>
</skillNeedFactors>
<neverDisabled>true</neverDisabled>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.9</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.3</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
</capacityFactors>
|
TameAnimalChance
|
tame animal chance
|
The base chance this person will successfully tame an animal on any given attempt.\n\nThe actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.01
- To String Style: PercentTwo
|
1901
<skillNeedFactors>
<skill>Animals</skill>
<baseValue>0.04</baseValue>
<bonusPerLevel>0.03</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.9</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.3</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>0.5</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
TrainAnimalChance
|
train animal chance
|
The base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
|
PawnSocial
- Default Base Value: 1.0
- Min Value: 0.01
- To String Style: PercentTwo
|
1900
<skillNeedFactors>
<skill>Animals</skill>
<baseValue>0.10</baseValue>
<bonusPerLevel>0.05</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.7</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.3</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>0.5</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
BondAnimalChanceFactor
|
bond chance factor
|
A multiplier on the chance to bond with an animal when interacting with it.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0
- Hide At Value: 1
- To String Style: PercentTwo
|
1890
|
WorkSpeedGlobal
|
global work speed
|
A multiplier on a character's speed at doing any kind of work.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.3
- To String Style: PercentZero
<parts>
<humanlikeOnly>true</humanlikeOnly>
<factorFromGlowCurve>
<points>
(0,0.80)
(0.30,1.00)
</points>
</factorFromGlowCurve>
<ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight>
<ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
<li Class="StatPart_Slave" MayRequire="Ideology">
<factor>0.85</factor>
<li Class="StatPart_OverseerStatOffset" MayRequire="Biotech">
<stat>WorkSpeedGlobalOffsetMech</stat>
|
Offset from mechanitor
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(4,0.2)
(12,0.8)
(18,1)
</points>
</curve>
</parts>
- Scenario Randomizable: true
|
5000
<showOnPlayerMechanoids>true</showOnPlayerMechanoids>
|
MiningSpeed
|
mining speed
|
A speed at which this person mines away walls.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Mining</skill>
<baseValue>0.04</baseValue>
<bonusPerLevel>0.12</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4900
|
DeepDrillingSpeed
|
deep drilling speed
|
A speed at which this person uses a deep drill to extract underground resources.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Mining</skill>
<baseValue>0.04</baseValue>
<bonusPerLevel>0.12</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4901
|
MiningYield
|
mining yield
|
The percentage of mined resources a miner will produce.\n\nThis applies to both wall mining and deep drill mining.\nThis doesn't affect the production rate of rock chunks from deep drills.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1.25
- To String Style: PercentZero
<skillNeedFactors>
<skill>Mining</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.6
|
1 |
0.7
|
2 |
0.8
|
3 |
0.85
|
4 |
0.9
|
5 |
0.925
|
6 |
0.95
|
7 |
0.975
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.12
|
20 |
1.13
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
<max>1</max>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
|
4902
|
SmoothingSpeed
|
smoothing speed
|
A multiplier on the speed at which this person smooths rough stone floors and walls.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Construction</skill>
<baseValue>0.3</baseValue>
<bonusPerLevel>0.0875</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.3</weight>
<max>1</max>
</capacityFactors>
|
4500
|
Intellectual Skill Base
|
Intellectual Skill Base
|
Intellectual Skill Base
- Default Base Value: 1
- To String Style: PercentZero
|
PawnWork
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Intellectual</skill>
<baseValue>0.08</baseValue>
<bonusPerLevel>0.115</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.5</weight>
<max>1.1</max>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1.1</max>
</capacityFactors>
- Scenario Randomizable: true
|
ResearchSpeed
|
research speed
|
How fast this person performs research and how quickly they can find things using scanning equipment.
|
4500
|
AnimalGatherSpeed
|
animal gather speed
|
The speed at which this person milks, shears, and otherwise gathers resources from animals.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Animals</skill>
<baseValue>0.04</baseValue>
<bonusPerLevel>0.12</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1</max>
</capacityFactors>
|
4501
|
AnimalGatherYield
|
animal gather yield
|
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.\n\nHigher percentages reduce the chance of wasting the product.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
<skillNeedFactors>
<skill>Animals</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.6
|
1 |
0.7
|
2 |
0.75
|
3 |
0.8
|
4 |
0.85
|
5 |
0.90
|
6 |
0.95
|
7 |
0.975
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.12
|
20 |
1.13
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
|
4502
|
PlantWorkSpeed
|
plant work speed
|
The speed at which this person sows and harvests plants.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Plants</skill>
<baseValue>0.08</baseValue>
<bonusPerLevel>0.115</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.3</weight>
<max>1</max>
</capacityFactors>
|
4550
<showOnPawnKind>
<li MayRequire="Biotech">Mech_Agrihand
</showOnPawnKind>
|
PlantHarvestYield
|
plant harvest yield
|
The yield this person gets when harvesting plants.\n\nLow yields give a chance that this person will accidentally waste the harvest.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1.5
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<skillNeedFactors>
<skill>Plants</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.6
|
1 |
0.7
|
2 |
0.75
|
3 |
0.8
|
4 |
0.85
|
5 |
0.90
|
6 |
0.95
|
7 |
0.975
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.12
|
20 |
1.13
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4551
|
DrugHarvestYield
|
drug crop harvest yield
|
The yield this person gets when harvesting drug crops.\n\nLow yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1.5
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<statFactors>
PlantHarvestYield
</statFactors>
- Scenario Randomizable: true
|
4552
|
HuntingStealth
|
hunting stealth
|
This stat reduces the chance of hunted animals attacking the hunter.\n\nA 0% score means no reduction.\nA 100% score means animals never attack.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<skillNeedFactors>
<skill>Shooting</skill>
<baseValue>0</baseValue>
<bonusPerLevel>0.05</bonusPerLevel>
<skill>Animals</skill>
<baseValue>0</baseValue>
<bonusPerLevel>0.05</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Moving</capacity>
<weight>1</weight>
</capacityFactors>
<postProcessCurve>
<points>
(0.0, 0.0)
(0.1, 0.5)
(0.2, 0.75)
(0.5, 0.80)
(1.0, 0.90)
</points>
</postProcessCurve>
|
4500
|
ConstructionSpeed
|
construction speed
|
The speed at which this person constructs and repairs buildings.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Construction</skill>
<baseValue>0.3</baseValue>
<bonusPerLevel>0.0875</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4602
<showOnPawnKind>
<li MayRequire="Biotech">Mech_Constructoid
</showOnPawnKind>
|
ConstructSuccessChance
|
construct success chance
|
The chance that this person will succeed in constructing something.\nFailing means wasting time and resources.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Construction</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.75
|
1 |
0.80
|
2 |
0.85
|
3 |
0.875
|
4 |
0.90
|
5 |
0.925
|
6 |
0.95
|
7 |
0.975
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.12
|
20 |
1.13
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4601
|
FixBrokenDownBuildingSuccessChance
|
repair success chance
|
The chance that this person will successfully repair a broken down building using a component.\n\nFailing means wasting time and resources.\nNote that this only applies to repairing breakdowns, which is different from repairing damage.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- Max Value: 1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Construction</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.75
|
1 |
0.80
|
2 |
0.85
|
3 |
0.875
|
4 |
0.90
|
5 |
0.925
|
6 |
0.95
|
7 |
0.975
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.12
|
20 |
1.13
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.3</weight>
<capacity>Sight</capacity>
<weight>0.2</weight>
<max>1</max>
</capacityFactors>
|
4600
|
CleaningSpeed
|
cleaning speed multiplier
|
A multiplier on how fast this cleans up filth from the ground.
|
PawnWork
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.1
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
<showOnPlayerMechanoids>true</showOnPlayerMechanoids>
- To String Style: PercentZero
|
2500
<showOnPawnKind>
<li MayRequire="Biotech">Mech_Cleansweeper
</showOnPawnKind>
|
ReadingSpeed
|
reading speed
|
A multiplier on how fast this person can read.
|
PawnWork
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
- Default Base Value: 0.8
- Min Value: 0.1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Intellectual</skill>
<baseValue>1</baseValue>
<required>false</required>
<bonusPerLevel>0.02</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Consciousness</capacity>
<weight>1</weight>
<capacity>Sight</capacity>
<weight>1</weight>
<max>1</max>
</capacityFactors>
<parts>
<li Class="StatPart_Age" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(3,0.05)
(13,1)
</points>
</curve>
</parts>
|
4600
|
MedicalTendSpeed
|
medical tend speed
|
Speed at which the character tends to wounds and illnesses.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Medicine</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.06</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.8</weight>
<max>1.3</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
- Scenario Randomizable: true
|
4650
|
MedicalTendQuality
|
medical tend quality
|
The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
|
PawnWork
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
<neverDisabled>true</neverDisabled>
<skillNeedFactors>
<skill>Medicine</skill>
<baseValue>0.20</baseValue>
<bonusPerLevel>0.10</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.7</weight>
<max>1.4</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
<max>1.4</max>
</capacityFactors>
<postProcessCurve>
<points>
(0, 0)
(1.0, 1.0)
(2.0, 1.5)
(4.0, 2.0)
</points>
</postProcessCurve>
|
4651
|
MedicalOperationSpeed
|
medical operation speed
|
The speed at which the character performs medical operations.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Medicine</skill>
<baseValue>0.4</baseValue>
<bonusPerLevel>0.06</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.7</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
|
4652
|
MedicalSurgerySuccessChance
|
medical surgery success chance
|
The base chance that a character will succeed when performing a medical operation.\n\nThe actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.\n\nNo matter how high this stat is, there is always a small chance of failure on any operation.
|
PawnWork
- Default Base Value: 1.00
- Min Value: 0.01
- To String Style: PercentZero
<skillNeedFactors>
<skill>Medicine</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.10
|
1 |
0.20
|
2 |
0.30
|
3 |
0.40
|
4 |
0.50
|
5 |
0.60
|
6 |
0.70
|
7 |
0.75
|
8 |
0.80
|
9 |
0.85
|
10 |
0.90
|
11 |
0.92
|
12 |
0.94
|
13 |
0.96
|
14 |
0.98
|
15 |
1.00
|
16 |
1.02
|
17 |
1.04
|
18 |
1.06
|
19 |
1.08
|
20 |
1.10
|
</valuesPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Sight</capacity>
<weight>0.4</weight>
<max>1</max>
<capacity>Manipulation</capacity>
<weight>1</weight>
</capacityFactors>
- Scenario Randomizable: true
|
4653
|
StuffPower_Armor_Sharp
|
Armor - Sharp
Armor - Sharp (material factor)
|
Armor against sharp damage like bullets, knife stabs, and animal bites.
|
StuffStatFactors
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
4510
|
StuffPower_Armor_Blunt
|
Armor - Blunt
Armor - Blunt (material factor)
|
Armor against blunt damage like club impacts, rock falls, and explosions.
|
StuffStatFactors
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
4509
|
StuffPower_Armor_Heat
|
Armor - Heat
Armor - Heat (material factor)
|
Armor against temperature-related damage like burns.
|
StuffStatFactors
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
4508
|
StuffPower_Insulation_Cold
|
Insulation - Cold
Insulation - Cold (material factor)
|
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
|
StuffStatFactors
- Default Base Value: 0
- Hide At Value: 0
- To String Style: TemperatureOffset
|
4507
|
StuffPower_Insulation_Heat
|
Insulation - Heat
Insulation - Heat (material factor)
|
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
|
StuffStatFactors
- Default Base Value: 0
- Hide At Value: 0
- To String Style: TemperatureOffset
|
4506
|
MeleeWeapon_AverageDPS
- Worker Class: StatWorker_MeleeAverageDPS
|
melee damage per second
|
Average damage dealt per second in melee combat, if all attacks hit.
|
Weapon_Melee
- Default Base Value: 1
- Min Value: 0
- To String Style: FloatTwo
<forInformationOnly>true</forInformationOnly>
|
5010
|
MeleeWeapon_AverageArmorPenetration
- Worker Class: StatWorker_MeleeAverageArmorPenetration
|
melee armor penetration
|
Average armor penetration in melee combat.
|
Weapon_Melee
- Default Base Value: 0
- Min Value: 0
- To String Style: PercentZero
|
5009
<forInformationOnly>true</forInformationOnly>
|
MeleeWeapon_DamageMultiplier
|
melee damage multiplier
|
A damage multiplier applied to melee combat.
|
Weapon_Melee
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
5008
<parts>
<factorAwful>0.8</factorAwful>
<factorPoor>0.9</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.1</factorGood>
<factorExcellent>1.2</factorExcellent>
<factorMasterwork>1.45</factorMasterwork>
<factorLegendary>1.65</factorLegendary>
</parts>
- Scenario Randomizable: true
|
MeleeWeapon_CooldownMultiplier
|
melee cooldown
|
A multiplier on attack delay for weapons made of this material.
|
StuffStatFactors
- Default Base Value: 1
- Min Value: 0.05
- To String Style: PercentZero
- Show If Undefined: false
|
4504
|
SharpDamageMultiplier
|
sharp damage
|
A multiplier on damage from sharp-type attacks for weapons made of this material.
|
StuffStatFactors
- Default Base Value: 1
- Min Value: 0.05
- To String Style: PercentZero
- Show If Undefined: false
|
4505
|
BluntDamageMultiplier
|
blunt damage
|
A multiplier on damage from blunt-type attacks for weapons made of this material.
|
StuffStatFactors
- Default Base Value: 1
- Min Value: 0.05
- To String Style: PercentZero
- Show If Undefined: false
|
4506
|
Accuracy Base
|
Accuracy Base
|
Accuracy Base
|
Weapon_Ranged
- Default Base Value: 1
- Min Value: 0.01
- Max Value: 1
- To String Style: PercentZero
- Show If Undefined: false
<parts>
<factorAwful>0.8</factorAwful>
<factorPoor>0.9</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.1</factorGood>
<factorExcellent>1.2</factorExcellent>
<factorMasterwork>1.35</factorMasterwork>
<factorLegendary>1.5</factorLegendary>
</parts>
|
AccuracyTouch
|
Accuracy (close)
|
The weapon's accuracy at a distance of 3 cells or less.\n\nAn actual shot's chance to hit will also be affected by other factors.
|
5110
|
AccuracyShort
|
Accuracy (short)
|
The weapon's accuracy at a distance of 12 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.
|
5109
|
AccuracyMedium
|
Accuracy (medium)
|
The weapon's accuracy at a distance of 25 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.
|
5108
|
AccuracyLong
|
Accuracy (long)
|
The weapon's accuracy at a distance of 40 cells or more.\n\nAn actual shot's chance to hit will also be affected by other factors.
|
5107
|
RangedWeapon_Cooldown
|
ranged cooldown
|
How long it takes to recover after firing this weapon.
|
Weapon_Ranged
- Default Base Value: 1
- Min Value: 0.01
- To String Style: FloatTwo
- Format String: {0} s
- Show If Undefined: false
|
5106
- Scenario Randomizable: true
|
RangedWeapon_DamageMultiplier
|
damage multiplier
|
A damage multiplier applied to projectiles fired from this weapon.
|
Weapon_Ranged
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
- Show If Undefined: false
|
5105
<parts>
<factorAwful>0.9</factorAwful>
<factorPoor>1</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1</factorGood>
<factorExcellent>1</factorExcellent>
<factorMasterwork>1.25</factorMasterwork>
<factorLegendary>1.5</factorLegendary>
</parts>
- Scenario Randomizable: true
|
JumpRange
|
Jump range
|
The maximum jump distance.
|
Apparel
- Min Value: 0
- To String Style: FloatOne
- Format String: {0} c
- Show If Undefined: false
|
60
<parts>
<factorAwful>0.75</factorAwful>
<factorPoor>0.9</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.06</factorGood>
<factorExcellent>1.13</factorExcellent>
<factorMasterwork>1.19</factorMasterwork>
<factorLegendary>1.25</factorLegendary>
</parts>
|
MeditationPlantGrowthOffset
|
meditation plant growth offset
|
An 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
- Default Base Value: 0
- Show If Undefined: false
<showZeroBaseValue>false</showZeroBaseValue>
- Show On Default Value: false
|
4000
- To String Style: PercentZero
<parts>
<radius>34.9</radius>
<curve>
<points>
(0, 0.0)
(5, -0.08)
(10, -0.15)
(50, -0.3)
</points>
</curve>
</parts>
|
PsychicEntropyGain
|
neural heat gain
|
A multiplier on neural heat gained from any source.
|
BasicsPawn
- Min Value: 0
- Hide At Value: 1
- Default Base Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Show If Mods Loaded:
- Royalty
|
4000
|
SlaveSuppressionOffset
|
slave suppression offset
|
An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
|
Basics
- Default Base Value: 0
- Hide At Value: 0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
|
3600
- Show If Undefined: false
- Show On Pawns: false
|
TerrorSource
|
terror
|
The intensity of terror this object induces when viewed.
|
Basics
- Default Base Value: 0
- Hide At Value: 0
- To String Style: Integer
- Format String: {0}%
- Show On Pawns: false
|
3600
<parts>
<offsetAwful>3</offsetAwful>
<offsetPoor>6</offsetPoor>
<offsetNormal>10</offsetNormal>
<offsetGood>15</offsetGood>
<offsetExcellent>20</offsetExcellent>
<offsetMasterwork>30</offsetMasterwork>
<offsetLegendary>40</offsetLegendary>
<thingDefs>
SculptureTerror
</thingDefs>
<offsetOccupied>25</offsetOccupied>
<thingDefs>
GibbetCage
</thingDefs>
</parts>
|
BiosculpterPodSpeedFactor
|
biosculpter pod speed factor
|
A 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.
|
Building
- Default Base Value: 1
- Show If Undefined: false
- Min Value: 0
- To String Style: PercentZero
<parts>
<roomStat>BiosculpterPodSpeedFactor</roomStat>
<customLabel>Room cleanliness</customLabel>
</parts>
|
4100
|
StyleDominance
|
style dominance
|
How much this object contributes to overall style dominance in an area.
|
BasicsNonPawn
- Default Base Value: 0
- Min Value: 0
- To String Style: FloatMaxThree
- Hide At Value: 0
<hideInClassicMode>true</hideInClassicMode>
|
6000
<parts>
<offset>40</offset>
</parts>
|
Terror
- Worker Class: StatWorker_Terror
|
terror
|
The intensity of terror this person is experiencing.
|
BasicsPawn
- Default Base Value: 0
- Hide At Value: 0
- Max Value: 100
- To String Style: PercentZero
- Show On Pawns: false
|
3600
|
ConversionPower
|
conversion power
|
How 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.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.4
- To String Style: PercentTwo
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0.3</baseValue>
<bonusPerLevel>0.0875</bonusPerLevel>
</skillNeedFactors>
<parts>
</parts>
<capacityFactors>
<capacity>Talking</capacity>
<weight>0.9</weight>
<allowedDefect>0.05</allowedDefect>
<max>1</max>
<capacity>Hearing</capacity>
<weight>0.9</weight>
<allowedDefect>0.20</allowedDefect>
<max>1</max>
</capacityFactors>
|
1901
|
CertaintyLossFactor
|
global certainty loss factor
|
A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
|
BasicsPawn
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Scenario Randomizable: true
|
1900
|
SocialIdeoSpreadFrequencyFactor
|
ideoligion spread chance
|
A multiplier on the chance that this person will try to convert other people to their own ideoligion.
|
BasicsPawn
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Scenario Randomizable: true
|
1899
|
Darkness Combat
|
Darkness Combat
|
Darkness Combat
|
PawnCombat
- Default Base Value: 0
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
|
ShootingAccuracyOutdoorsDarkOffset
|
shooting accuracy outdoors dark
|
An offset on shooting accuracy if the target is outdoors at night.
|
ShootingAccuracyOutdoorsLitOffset
|
shooting accuracy outdoors lit
|
An offset on shooting accuracy if the target is outdoors during the day.
|
ShootingAccuracyIndoorsDarkOffset
|
shooting accuracy indoors dark
|
An offset on shooting accuracy if the target is indoors in the dark.
|
ShootingAccuracyIndoorsLitOffset
|
shooting accuracy indoors lit
|
An offset on shooting accuracy if the target is indoors and lit.
|
MeleeHitChanceOutdoorsDarkOffset
|
melee hit chance outdoors dark
|
An offset on melee hit chance if the target is outdoors at night.
|
MeleeHitChanceOutdoorsLitOffset
|
melee hit chance outdoors lit
|
An offset on melee hit chance if the target is outdoors during the day.
|
MeleeHitChanceIndoorsDarkOffset
|
melee hit chance indoors dark
|
An offset on melee hit chance if the target is indoors in the dark.
|
MeleeHitChanceIndoorsLitOffset
|
melee hit chance indoors lit
|
An offset on melee hit chance if the target is indoors and lit.
|
MeleeDodgeChanceOutdoorsDarkOffset
|
melee dodge chance outdoors night
|
An offset on melee dodge chance if the target is outdoors at night.
|
MeleeDodgeChanceOutdoorsLitOffset
|
melee dodge chance outdoors day
|
An offset on melee dodge chance if the target is outdoors during the day.
|
MeleeDodgeChanceIndoorsDarkOffset
|
melee dodge chance indoors dark
|
An offset on melee dodge chance if the target is indoors in the dark.
|
MeleeDodgeChanceIndoorsLitOffset
|
melee dodge chance indoors lit
|
An offset on melee dodge chance if the target is indoors and lit.
|
BiosculpterOccupantSpeed
|
biosculpter occupant speed
|
A multiplier on how quickly this person will complete a biosculpter pod cycle.
|
PawnMisc
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Scenario Randomizable: true
|
1900
<parts>
</parts>
|
SlaveSuppressionFallRate
- Worker Class: StatWorker_SuppressionFallRate
|
slave suppression fall rate
|
The rate at which slave suppression falls.
|
PawnSocial
- Default Base Value: 0
- Hide At Value: 0
- Min Value: 0
- To String Style: PercentZero
- Format String: {0} per day
<formatStringUnfinalized>{0} per day</formatStringUnfinalized>
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnSlavesOnly>true</showOnSlavesOnly>
- Scenario Randomizable: true
<parts>
<apparelStat>SlaveSuppressionOffset</apparelStat>
<subtract>true</subtract>
<li Class="StatPart_AgeOffset" MayRequire="Biotech">
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(3, -0.5)
(13, -0.3)
(16, 0)
</points>
</curve>
</parts>
|
2200
|
AnimalProductsSellImprovement
|
animal products price improvement
|
When this person sells meat, leather, or wool, prices are improved by this percentage.
|
PawnSocial
- Default Base Value: 0
- Hide At Value: 0
- To String Style: PercentTwo
- Disable If Skill Disabled: Social
|
2570
|
SuppressionPower
|
suppression power
|
A multiplier on a warden's ability to suppress slaves.
|
PawnSocial
- Default Base Value: 1
- Min Value: 0.05
- Max Value: 1
<skillNeedFactors>
<skill>Social</skill>
<baseValue>0.05</baseValue>
<bonusPerLevel>0.0225</bonusPerLevel>
</skillNeedFactors>
- To String Style: PercentZero
|
HackingSpeed
|
hacking speed
|
How fast this person can hack into computer terminals.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Intellectual</skill>
<baseValue>0.75</baseValue>
<bonusPerLevel>0.025</bonusPerLevel>
</skillNeedFactors>
<capacityFactors>
<capacity>Manipulation</capacity>
<weight>0.5</weight>
<max>1.1</max>
<capacity>Sight</capacity>
<weight>0.5</weight>
<max>1.1</max>
</capacityFactors>
- Scenario Randomizable: true
|
4510
|
PruningSpeed
|
pruning speed
|
A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.\n\nPruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
|
PawnWork
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<statFactors>
WorkSpeedGlobal
</statFactors>
<skillNeedFactors>
<skill>Plants</skill>
<valuesPerLevel>
Level |
Value
|
0 |
0.92
|
1 |
0.93
|
2 |
0.94
|
3 |
0.95
|
4 |
0.96
|
5 |
0.97
|
6 |
0.98
|
7 |
0.99
|
8 |
1
|
9 |
1.01
|
10 |
1.02
|
11 |
1.03
|
12 |
1.04
|
13 |
1.05
|
14 |
1.06
|
15 |
1.07
|
16 |
1.08
|
17 |
1.09
|
18 |
1.10
|
19 |
1.11
|
20 |
1.12
|
</valuesPerLevel>
</skillNeedFactors>
|
BabyPlayGainFactor
|
baby play power
|
How effectively this object can be used to fulfill a baby's need for play.
|
Building
- Default Base Value: 1
- Min Value: 0.3
- To String Style: PercentZero
- Show If Undefined: false
|
4020
|
GeneticComplexityIncrease
|
genetic complexity increase
|
When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
|
Building
- Default Base Value: 0
- Min Value: 0
- Show On Default Value: false
- Show If Undefined: false
- Show On Pawns: false
<toStringNumberSense>Offset</toStringNumberSense>
|
4200
|
AssemblySpeedFactor
|
work speed factor
|
The speed at which people assemble genes here is multiplied by this value.
|
Building
- Default Base Value: 1
- Min Value: 0.25
- To String Style: PercentZero
- Show If Undefined: false
<parts>
<factorIndoors>1.00</factorIndoors>
<factorOutdoors>0.75</factorOutdoors>
<roomStat>AssemblySpeedFactor</roomStat>
<customLabel>Room cleanliness</customLabel>
</parts>
|
1000
|
BirthRitualQualityOffset
|
birth quality offset
|
This 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.
|
Building
- Default Base Value: 0
- Hide At Value: 0
- Min Value: 0
- To String Style: FloatOne
|
4110
|
MaxInstallCount
|
max install count
|
How many times this can be installed. Each additional installation increases or upgrades the base effect.
|
Basics
- Default Base Value: 0
- Min Value: 0
- To String Style: Integer
- Hide At Value: 0
|
4020
<forInformationOnly>true</forInformationOnly>
|
MeleeDoorDamageFactor
|
melee door damage factor
|
A special multiplier on the amount of melee damage inflicted on doors.
|
PawnCombat
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0
<showOnAnimals>false</showOnAnimals>
<showOnHumanlikes>false</showOnHumanlikes>
<showOnMechanoids>true</showOnMechanoids>
|
5000
|
ShootingAccuracyChildFactor
|
shooting accuracy multiplier
|
PawnCombat
- To String Style: PercentZero
- Default Base Value: 1
<showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter>
<parts>
<useBiologicalYears>true</useBiologicalYears>
<humanlikeOnly>true</humanlikeOnly>
<curve>
<points>
(4,0.95)
(12,0.98)
(13,1)
</points>
</curve>
</parts>
|
Fertility
|
fertility
|
Fertility 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.
|
BasicsPawn
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
<showOnHumanlikes>true</showOnHumanlikes>
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showOnEntities>false</showOnEntities>
<showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>
<parts>
<maleFertilityAgeFactor>
<points>
(14, 0)
(18, 1)
(50, 1)
(90, 0)
</points>
</maleFertilityAgeFactor>
<femaleFertilityAgeFactor>
<points>
(14, 0)
(20, 1)
(28, 1)
(35, 0.5)
(40, 0.1)
(45, 0.02)
(50, 0)
</points>
</femaleFertilityAgeFactor>
</parts>
|
Mechanitor Stat Base
|
Mechanitor Stat Base
|
Mechanitor Stat Base
- Worker Class: StatWorker_Mechanitor
|
Mechanitor
- Default Base Value: 0
- Min Value: 0
<showOnAnimals>false</showOnAnimals>
<showOnHumanlikes>true</showOnHumanlikes>
<showOnMechanoids>false</showOnMechanoids>
|
2000
|
MechBandwidth
|
mech bandwidth
|
How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.\n\nLosing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
|
MechControlGroups
|
mech control groups
|
How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
|
MechRemoteRepairDistance
|
mech remote repair distance
|
How far away a mech can be during remote repair.
|
MechRemoteShieldDistance
|
mech remote shield distance
|
The maximum range at which a mechanitor can place a shield on a mechanoid.
|
MechRemoteShieldEnergy
|
mech remote shield energy
|
The energy a remote shield will have when created by a mechanitor.
|
MechFormingSpeed
|
mech gestation speed
|
A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
- Default Base Value: 1
- Min Value: 0.1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Crafting</skill>
<baseValue>0.75</baseValue>
<bonusPerLevel>0.025</bonusPerLevel>
</skillNeedFactors>
|
MechRepairSpeed
|
mech repair speed
|
A multiplier on how fast a mechanitor can repair mechanoids.
- Default Base Value: 1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Crafting</skill>
<baseValue>0.8</baseValue>
<bonusPerLevel>0.1</bonusPerLevel>
</skillNeedFactors>
|
SubcoreEncodingSpeed
|
subcore encoding speed
|
A multiplier on how fast a mechanitor can create subcores.
- Default Base Value: 1
- To String Style: PercentZero
<skillNeedFactors>
<skill>Crafting</skill>
<baseValue>0.75</baseValue>
<bonusPerLevel>0.1</bonusPerLevel>
</skillNeedFactors>
|
BandwidthCost
|
bandwidth cost
|
How much bandwidth this mech consumes when under mechanitor control.
- Default Base Value: 0
- Min Value: 0
|
2000
|
ControlTakingTime
|
control taking time
|
How many seconds it will take for a mechanitor to take control of this mech.
- Default Base Value: 12
- Min Value: 0
|
2010
- To String Style: Integer
- Format String: {0}s
- Show If Undefined: false
|
MechEnergyUsageFactor
|
energy usage multiplier
|
A multiplier on how fast a mechanoid consumes its energy reserves while operating.
- Default Base Value: 1
- Min Value: 0
- To String Style: PercentZero
|
2000
- Scenario Randomizable: true
- Show If Undefined: false
|
WastepacksPerRecharge
|
wastepacks per recharge
|
How 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.
<postProcessStatFactors>
BandwidthCost
</postProcessStatFactors>
- Default Base Value: 5
- Min Value: 0
|
2000
<parts>
<thingDefs>
Wastepack
</thingDefs>
</parts>
|
MechEnergyLossPerHP
|
repair energy cost
|
The amount of energy that this mechanoid loses for every 100 damage repaired.
- Worker Class: StatWorker_MechEnergyLossPerHP
- Default Base Value: 0.333
- Min Value: 0
- To String Style: Integer
|
2020
|
HemogenGainFactor
|
hemogen gain multiplier
|
A multiplier on the amount of hemogen gained.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
|
RawNutritionFactor
|
raw nutrition multiplier
|
A 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.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.0001
|
1001
|
CancerRate
|
cancer rate factor
|
A multiplier on how likely this person is to develop cancer in any given time frame.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.01
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
|
2100
|
LearningRateFactor
|
learning rate factor
|
A multiplier on how quickly a child's learning need is fulfilled by learning activities.
|
BasicsPawn
- To String Style: PercentZero
- Default Base Value: 1
- Hide At Value: 1
- Min Value: 0.01
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter>
|
1350
|
GrowthVatOccupantSpeed
|
growth vat occupant speed
|
A multiplier on how quickly this person will grow when in a growth vat.
|
PawnMisc
- Default Base Value: 1
- Hide At Value: 1
- To String Style: PercentZero
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Scenario Randomizable: true
|
1850
- Cacheable: true</cacheable>
<parts>
</parts>
|
WorkSpeedGlobalOffsetMech
|
mech work speed offset
|
A work speed offset applied to a mechanitor's mechs.
|
Mechanitor
- Default Base Value: 0
- Min Value: 0
- Hide At Value: 0
- To String Style: PercentZero
- Scenario Randomizable: true
|
5000
<showOnMechanoids>false</showOnMechanoids>
<showOnAnimals>false</showOnAnimals>
|
ContainmentStrength
|
containment strength
|
How 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.
- Worker Class: StatWorker_ContainmentStrength
<offsetLabel>containment offset</offsetLabel>
|
Containment
- Show On Default Value: true
- Default Base Value: 0
- Min Value: 0
- To String Style: FloatOne
|
MinimumContainmentStrength
|
min containment strength
|
The 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.
- Worker Class: StatWorker_MinimumContainmentStrength
|
Containment
<overridesHideStats>true</overridesHideStats>
- Show On Default Value: false
- Default Base Value: 0
- To String Style: FloatOne
|
9999
|
ColdContainmentBonus
|
cold containment bonus
|
This entity is less likely to escape if kept in a very cold room.
- Worker Class: StatWorker_ColdContainmentBonus
|
Containment
<overridesHideStats>true</overridesHideStats>
- Default Base Value: 0
- To String Style: PercentZero
|
EntityStudyRate
|
entity study rate
|
The rate at which this person generates knowledge from studying unnatural entities.
- Show On Default Value: false
- Min Value: 0.001
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
- Scenario Randomizable: true
|
211
|
StudyEfficiency
|
study efficiency
|
A multiplier on how much knowledge a person gets when studying unnatural entities.
|
PawnWork
- Default Base Value: 1
- Show On Default Value: false
- To String Style: PercentZero
- Min Value: 0.001
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
|
210
|
ActivitySuppressionRate
|
activity suppression speed
|
The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
|
PawnWork
- Default Base Value: 0.065
- Show On Default Value: false
- To String Style: PercentOne
- Format String: {0} per hour
- Min Value: 0
<showOnAnimals>false</showOnAnimals>
<showOnMechanoids>false</showOnMechanoids>
<showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>
<skillNeedOffsets>
<skill>Intellectual</skill>
<baseValue>-0.015</baseValue>
<bonusPerLevel>0.0075</bonusPerLevel>
<required>false</required>
<skill>Social</skill>
<baseValue>-0.015</baseValue>
<bonusPerLevel>0.0075</bonusPerLevel>
<required>false</required>
</skillNeedOffsets>
<statFactors>
PsychicSensitivity
</statFactors>
|
209
|
PsychicRitualQuality
|
psychic ritual quality
|
How much nearby buildings improve quality of psychic rituals performed here.
|
PsychicRituals
- Show On Default Value: false
- Default Base Value: 0
- To String Style: PercentZero
|
PsychicRitualQualityOffset
|
psychic ritual quality offset
|
An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
|
PsychicRituals
- Default Base Value: 0
- Show On Default Value: false
- To String Style: PercentZero
|