User:JuliaCat/test

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Stat Categories

DefName Label Display
Order
Display
All By
Default
Basics Basics 10 true
BasicsImportant Basics 1 true
BasicsPawnImportant Basics 2 false
BasicsNonPawnImportant Basics 2 false
BasicsPawn Basics 11 false
BasicsNonPawn Basics 12 false
AnimalProductivity animal productivity 13 false
Source content source 999 false
Apparel Apparel 30 false
Implant Implant 30 false
Weapon Weapon 40 false
Weapon_Ranged Weapon (ranged) 44 false
Weapon_Melee Weapon (melee) 48 false
Building Building 50 false
Ability Ability 60 false
Drug Drug 30 false
DrugAddiction drug addiction 110 false
Terrain terrain 13 false
EquippedStatOffsets Offsets when equipped 70 false
StuffStatFactors Multipliers when made of this 74 true
StuffStatOffsets Offsets when made of this 77 true
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true
Surgery Surgical 90 true
CapacityEffects effects 100 true
PawnCombat Combat 110 false
PawnSocial Social 120 false
PawnMisc Misc 130 false
PawnWork Work 140 false
Meditation Meditation 13 true
Genetics Genetics 200 false
Mechanoid Mechanoid 13 true
Mechanitor Mechanitor 105 true
PsychicRituals Psychic ritual 500 false
Containment Containment 600 false
Serum Serum 700 false

Stats

DefName Label
label For Full Stat List
Description Category Parameters Complex
Paramaters
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
    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>
    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
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    1005
    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
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    1004
    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
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    1003
    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
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    1002
    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
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    996

    <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
    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_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
    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>
    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="BiotechContent added by the Biotech DLC"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3,0.5)
  • (13,0.9)
  • (18,1)
  • </points> </curve> </parts>
    MarketValueIgnoreHp market value ignoring hitpoints
    • Always Hide: true
    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:
    • RoyaltyContent added by the Royalty DLC
    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="BiotechContent added by the Biotech DLC"> <multiplier>1.5</multiplier> <li Class="StatPart_NoxiousHaze" MayRequire="BiotechContent added by the Biotech DLC"> <multiplier>3</multiplier>
  • <multiplier>3</multiplier>
  • <li Class="StatPart_NearHarbingerTree" MayRequire="AnomalyContent added by the Anomaly DLC"> <multiplier>2</multiplier> <li Class="StatPart_ShamblerCorpse" MayRequire="AnomalyContent added by the Anomaly DLC"> <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
    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
    • Show Zero Base Value: true
    4010
    PsychicSensitivityOffset psychic sensitivity offset An offset applied to the user's psychic sensitivity. Basics
    • Default Base Value: 0
    • To String Style: PercentZero
    • Show On Animals: false
    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
    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
    • Show On Animals: false
    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
    • Show On Animals: false
    3525
    • Show If Undefined: false
    • Show On Pawns: false
    • Show If Mods Loaded:
  • RoyaltyContent added by the Royalty DLC
    • Show If Mods Loaded Any:
  • RoyaltyContent added by the Royalty DLC
  • BiotechContent added by the Biotech DLC
  • 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
    • Show On Animals: false
    3550
    • Show If Undefined: false
    • Show On Pawns: false
    • Show If Mods Loaded Any:
  • RoyaltyContent added by the Royalty DLC
  • BiotechContent added by the Biotech DLC
  • 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
    • Value If Missing: 0.8
    • 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
    • Show On Non Power Plants: false
    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
    • Show On Non Work Tables: false

    <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
    • Show On Non Work Tables: false
    • Hide At Value: 1
    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
    • For Information Only: true
    5100
    • Show Developmental Stage Filter: Child, Adult
    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="AnomalyContent added by the Anomaly DLC" 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
    • For Information Only: true
    4100
    • Show Developmental Stage Filter: Child, Adult
    MeleeHitChance melee hit chance Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit. PawnCombat
    • Never Disabled: true
    • Default Base Value: 0
    • Min Value: 0
    • Show On Pawns: false
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 4

    <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="BiotechContent added by the Biotech DLC"> <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
    • Never Disabled: true
    • 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
    • Show Developmental Stage Filter: Child, Adult
    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
    • Show On Animals: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Child, Adult
    • Default Base Value: 0
    • Min Value: 0
    • To String Style: PercentOne
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 8

    <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="BiotechContent added by the Biotech DLC">ShootingAccuracyChildFactor </postProcessStatFactors>
    4050
    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
    • Show On Animals: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Child, Adult

    <parts>

     <li Class="StatPart_Age" MayRequire="BiotechContent added by the Biotech DLC">
    

    <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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Default Base Value: 1
    • Min Value: 0
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 0

    <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="AnomalyContent added by the Anomaly DLC" 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Format String: {0} c/s

    <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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    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
    • Show On Animals: false
    • Min Value: 0
    3500
    • Scenario Randomizable: true

    <parts>

  • <apparelStat>PsychicSensitivityOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • <apparelStat>PsychicSensitivityFactor</apparelStat> <includeWeapon>true</includeWeapon>
  • <li Class="StatPart_BlindPsychicSensitivityOffset" MayRequire="IdeologyContent added by the Ideology DLC" /> </parts>
    • Cacheable: true
    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
    • Show On Animals: false
    • 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
    • Show On Animals: false
    • Hide At Value: 1
    • Min Value: 0.05
    2501
    • Scenario Randomizable: true
    • Show On Mechanoids: false

    <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
    • Show On Mechanoids: false
    • Show On Entities: false

    <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
    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
    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
    • Show On Entities: false
    • 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
    • Show On Mechanoids: false
    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
    • Hide At Value: 1

    <parts>

     <li MayRequire="BiotechContent added by the Biotech DLC" 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
    • Show On Entities: false
    • 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
    • Show On Mechanoids: false
    • To String Style: Integer

    <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
    • Show On Mechanoids: false
    • Show On Entities: false
    • Show On Non Wild Man Humanlikes: false

    <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
    • Show On Mechanoids: false
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false

    <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
    • Show On Mechanoids: false
    • Show On Entities: false
    • 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
    • Show On Animals: false
    • 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
    • Show On Mechanoids: false
    • Show On Entities: false
    2501

    <parts>

  • </parts>
    • Cacheable: true
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    4010
    • Show If Mods Loaded Any:
  • BiotechContent added by the Biotech DLC
  • 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    • Show If Hediffs Present:
    • PsychicAmplifier
    • Show If Mods Loaded Any:
  • RoyaltyContent added by the Royalty DLC
  • BiotechContent added by the Biotech DLC
  • 3500
    • Scenario Randomizable: true

    <statFactors>

  • PsychicSensitivity
  • </statFactors> <parts> <li Class="StatPart_GearStatOffset" MayRequireAnyOf="RoyaltyContent added by the Royalty DLC,BiotechContent added by the Biotech DLC"> <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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    • Show If Hediffs Present:
    • PsychicAmplifier
    • Show If Mods Loaded Any:
  • RoyaltyContent added by the Royalty DLC
  • BiotechContent added by the Biotech DLC
  • 4000

    <parts>

  • <factor>3</factor>
  • <li Class="StatPart_GearStatOffset" MayRequireAnyOf="RoyaltyContent added by the Royalty DLC,BiotechContent added by the Biotech DLC"> <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
    • Show On Animals: false
    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
    • Show If Undefined: false
    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
    • Show On Animals: false
    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
    • Value If Missing: 0.4
    • 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="BiotechContent added by the Biotech DLC">
    

    <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
    • Display Max When Above Or Equal: true
    • 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>
    • Never Disabled: true
    <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="IdeologyContent added by the Ideology DLC"> <factor>0.85</factor> <li Class="StatPart_OverseerStatOffset" MayRequire="BiotechContent added by the Biotech DLC"> <stat>WorkSpeedGlobalOffsetMech</stat>
    Offset from mechanitor <li Class="StatPart_Age" MayRequire="BiotechContent added by the Biotech DLC"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.2)
  • (12,0.8)
  • (18,1)
  • </points> </curve> </parts>
    • Scenario Randomizable: true
    5000
    • Show On Player Mechanoids: true
    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
    ResearchSpeed research speed How fast this person performs research and how quickly they can find things using scanning equipment.
    • Min Value: 0.1
    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
    • Never Disabled: true

    <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="BiotechContent added by the Biotech DLC">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
    • Never Disabled: true

    <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
    • Never Disabled: true

    <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
    • Never Disabled: true

    <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="BiotechContent added by the Biotech DLC">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
    • Show Developmental Stage Filter: Child, Adult
    • Show On Player Mechanoids: true
    • To String Style: PercentZero
    2500

    <showOnPawnKind>

    <li MayRequire="BiotechContent added by the Biotech DLC">Mech_Cleansweeper </showOnPawnKind>
    ReadingSpeed reading speed A multiplier on how fast this person can read. PawnWork
    • Show Developmental Stage Filter: Child, Adult
    • 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="BiotechContent added by the Biotech DLC"> <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
    • Never Disabled: true

    <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
    • Never Disabled: true

    <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
    • For Information Only: true
    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
    • For Information Only: true
    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
    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
    • Show Zero Base Value: false
    • 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show If Mods Loaded:
    • RoyaltyContent added by the Royalty DLC
    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
    • Show On Animals: false
    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
    • Show If Undefined: false

    <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
    • Hide In Classic Mode: true
    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
    • Show If Undefined: false
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    1899
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • 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
    • Format String Unfinalized: {0} per day
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Slaves Only: true
    • Scenario Randomizable: true

    <parts>

  • <apparelStat>SlaveSuppressionOffset</apparelStat> <subtract>true</subtract>
  • <li Class="StatPart_AgeOffset" MayRequire="BiotechContent added by the Biotech DLC"> <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
    • To String Number Sense: Offset
    4200
    • Always Hide: true
    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
    • For Information Only: true
    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
    • Show On Animals: false
    • Show On Humanlikes: false
    • Show On Mechanoids: true
    5000
    ShootingAccuracyChildFactor shooting accuracy multiplier PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 1
    • Show Developmental Stage Filter: Child
    • Always Hide: true

    <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
    • Show On Humanlikes: true
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Adult

    <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>
    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.
    • Show If Undefined: false
    MechRemoteShieldDistance mech remote shield distance The maximum range at which a mechanitor can place a shield on a mechanoid.
    • Show If Undefined: false
    MechRemoteShieldEnergy mech remote shield energy The energy a remote shield will have when created by a mechanitor.
    • Show If Undefined: false
    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
    • Show If Undefined: false
    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
    • Show If Undefined: false

    <parts>

  • 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
    • Show If Undefined: false
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Child
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    1850
    • Cacheable: true

    <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
    • Show On Mechanoids: false
    • Show On Animals: false
    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
    • Offset Label: containment offset
    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
    • Overrides Hide Stats: true
    • 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
    • Overrides Hide Stats: true
    • 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • 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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Child, Adult
    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
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Adult

    <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

    List of Stats by defName

    • Ability_CastingTime
    • Ability_DetectChancePerEntropy
    • Ability_Duration
    • Ability_EffectRadius
    • Ability_EntropyGain
    • Ability_GoodwillImpact
    • Ability_PsyfocusCost
    • Ability_Range
    • Ability_RequiredPsylink
    • AccuracyLong
    • AccuracyMedium
    • AccuracyShort
    • AccuracyTouch
    • ActivitySuppressionRate
    • AimingDelayFactor
    • AnimalGatherSpeed
    • AnimalGatherYield
    • AnimalProductsSellImprovement
    • AnimalsLearningFactor
    • ArmorRating_Blunt
    • ArmorRating_Heat
    • ArmorRating_Sharp
    • ArrestSuccessChance
    • AssemblySpeedFactor
    • BabyPlayGainFactor
    • BandwidthCost
    • Beauty
    • BeautyOutdoors
    • BedHungerRateFactor
    • BedRestEffectiveness
    • BiosculpterOccupantSpeed
    • BiosculpterPodSpeedFactor
    • BirthRitualQualityOffset
    • BluntDamageMultiplier
    • BondAnimalChanceFactor
    • ButcheryFleshEfficiency
    • ButcheryFleshSpeed
    • ButcheryMechanoidEfficiency
    • ButcheryMechanoidSpeed
    • CancerRate
    • CaravanRidingSpeedFactor
    • CarryingCapacity
    • CertaintyLossFactor
    • CleaningSpeed
    • CleaningTimeFactor
    • Cleanliness
    • ColdContainmentBonus
    • Comfort
    • ComfyTemperatureMax
    • ComfyTemperatureMin
    • ConstructSuccessChance
    • ConstructionSpeed
    • ConstructionSpeedFactor
    • ContainmentStrength
    • ControlTakingTime
    • ConversionPower
    • CookSpeed
    • CrawlSpeed
    • DeepDrillingSpeed
    • DeteriorationRate
    • DoorOpenSpeed
    • DrugCookingSpeed
    • DrugHarvestYield
    • DrugSellPriceImprovement
    • DrugSynthesisSpeed
    • EMPResistance
    • EatingSpeed
    • EnergyShieldEnergyMax
    • EnergyShieldRechargeRate
    • EntityStudyRate
    • EquipDelay
    • Fertility
    • FilthMultiplier
    • FilthRate
    • FixBrokenDownBuildingSuccessChance
    • Flammability
    • FoodPoisonChance
    • FoodPoisonChanceFixedHuman
    • ForagedNutritionPerDay
    • GeneralLaborSpeed
    • GeneticComplexityIncrease
    • GlobalLearningFactor
    • GrowthVatOccupantSpeed
    • HackingSpeed
    • HemogenGainFactor
    • HuntingStealth
    • ImmunityGainSpeed
    • ImmunityGainSpeedFactor
    • IncomingDamageFactor
    • InjuryHealingFactor
    • Insulation_Cold
    • Insulation_Heat
    • JoyFallRateFactor
    • JoyGainFactor
    • JumpRange
    • LearningRateFactor
    • LeatherAmount
    • LifespanFactor
    • MarketValue
    • MarketValueIgnoreHp
    • Mass
    • MaxHitPoints
    • MaxInstallCount
    • MaxNutrition
    • MeatAmount
    • MechBandwidth
    • MechControlGroups
    • MechEnergyLossPerHP
    • MechEnergyUsageFactor
    • MechFormingSpeed
    • MechRemoteRepairDistance
    • MechRemoteShieldDistance
    • MechRemoteShieldEnergy
    • MechRepairSpeed
    • MedicalOperationSpeed
    • MedicalPotency
    • MedicalQualityMax
    • MedicalSurgerySuccessChance
    • MedicalTendQuality
    • MedicalTendQualityOffset
    • MedicalTendSpeed
    • MeditationFocusGain
    • MeditationFocusStrength
    • MeditationPlantGrowthOffset
    • MeleeArmorPenetration
    • MeleeCooldownFactor
    • MeleeDPS
    • MeleeDamageFactor
    • MeleeDodgeChance
    • MeleeDodgeChanceIndoorsDarkOffset
    • MeleeDodgeChanceIndoorsLitOffset
    • MeleeDodgeChanceOutdoorsDarkOffset
    • MeleeDodgeChanceOutdoorsLitOffset
    • MeleeDoorDamageFactor
    • MeleeHitChance
    • MeleeHitChanceIndoorsDarkOffset
    • MeleeHitChanceIndoorsLitOffset
    • MeleeHitChanceOutdoorsDarkOffset
    • MeleeHitChanceOutdoorsLitOffset
    • MeleeWeapon_AverageArmorPenetration
    • MeleeWeapon_AverageDPS
    • MeleeWeapon_CooldownMultiplier
    • MeleeWeapon_DamageMultiplier
    • MentalBreakThreshold
    • MinimumContainmentStrength
    • MinimumHandlingSkill
    • MiningSpeed
    • MiningYield
    • MortarMissRadiusFactor
    • MoveSpeed
    • NegotiationAbility
    • Nutrition
    • PackRadius
    • PainShockThreshold
    • PawnBeauty
    • PawnTrapSpringChance
    • PlantHarvestYield
    • PlantWorkSpeed
    • PowerPlantMaxPowerOuput
    • PruningSpeed
    • PsychicEntropyGain
    • PsychicEntropyMax
    • PsychicEntropyMaxOffset
    • PsychicEntropyRecoveryRate
    • PsychicEntropyRecoveryRateOffset
    • PsychicRitualQuality
    • PsychicRitualQualityOffset
    • PsychicSensitivity
    • PsychicSensitivityFactor
    • PsychicSensitivityOffset
    • RangedCooldownFactor
    • RangedWeapon_Cooldown
    • RangedWeapon_DamageMultiplier
    • RawNutritionFactor
    • ReadingSpeed
    • ResearchSpeed
    • ResearchSpeedFactor
    • RestFallRateFactor
    • RestRateMultiplier
    • RoomReadingBonus
    • RoyalFavorValue
    • SellPriceFactor
    • SharpDamageMultiplier
    • ShootingAccuracyChildFactor
    • ShootingAccuracyFactor_Long
    • ShootingAccuracyFactor_Medium
    • ShootingAccuracyFactor_Short
    • ShootingAccuracyFactor_Touch
    • ShootingAccuracyIndoorsDarkOffset
    • ShootingAccuracyIndoorsLitOffset
    • ShootingAccuracyOutdoorsDarkOffset
    • ShootingAccuracyOutdoorsLitOffset
    • ShootingAccuracyPawn
    • ShootingAccuracyTurret
    • SlaveSuppressionFallRate
    • SlaveSuppressionOffset
    • SmeltingSpeed
    • SmoothingSpeed
    • SocialIdeoSpreadFrequencyFactor
    • SocialImpact
    • StaggerDurationFactor
    • StudyEfficiency
    • StuffEffectMultiplierArmor
    • StuffEffectMultiplierInsulation_Cold
    • StuffEffectMultiplierInsulation_Heat
    • StuffPower_Armor_Blunt
    • StuffPower_Armor_Heat
    • StuffPower_Armor_Sharp
    • StuffPower_Insulation_Cold
    • StuffPower_Insulation_Heat
    • StyleDominance
    • SubcoreEncodingSpeed
    • SuppressionPower
    • SurgerySuccessChanceFactor
    • TameAnimalChance
    • Terror
    • TerrorSource
    • ToxicEnvironmentResistance
    • ToxicResistance
    • TradePriceImprovement
    • TrainAnimalChance
    • TrapMeleeDamage
    • TrapSpringChance
    • WastepacksPerRecharge
    • WorkSpeedGlobal
    • WorkTableEfficiencyFactor
    • WorkTableWorkSpeedFactor
    • WorkToBuild
    • WorkToMake

    Stat Statistics

    • 242 <StatDef
      • 175 <StatDef>
    • 35 <StatCategoryDef>
      • 35 <displayOrder>
      • 10 <displayAllByDefault>
    • 265 <defName>
    • 266 <label>
    • 224 <description>
    • 192 <category>
    • 193 <displayPriorityInCategory>

    Level 2

    • 61 <parts>
    • 39 <capacityFactors>
    • 38 <skillNeedFactors>
    • 20 <statFactors>
    • 8 <postProcessCurve>
    • 7 <skillNeedOffsets>
    • 5 <capacityOffsets>
    • 3 <postProcessStatFactors>
    • 3 <showOnPawnKind>

    Types

    242 Total

    • 35 Categories
    • 207 Stats

    Bases

    1. ButcherySpeedBase
    2. ButcheryEfficiencyBase
    3. ArmorRatingBase
    4. InsulationBase
    5. MarketValueBase
    6. MeditationFocusBase
    7. ShootingAccuracyFactorBase
    8. MechStatBase
    9. IntellectualSkillBase
    10. AccuracyBase
    11. DarknessCombat
    12. MechanitorStatBase

    1 Non Base Parents

    • Beauty

    Classes

    • 39 SkillNeed_BaseBonus
    • 8 SkillNeed_Direct

    Stat Parts

    • 1 StatPart_AddedBodyPartsMass
    • 9 StatPart_Age
    • 1 StatPart_AgeOffset
    • StatPart_ArtificialBuildingsNearbyOffset
    • StatPart_BedStat
    • StatPart_Biocoded
    • StatPart_BiosculptingSpeedFactor
    • StatPart_BlindPsychicSensitivityOffset
    • StatPart_BodySize
    • StatPart_ContentsBeauty
    • StatPart_CorpseCasket
    • StatPart_Deathresting
    • StatPart_Difficulty_ButcherYield
    • StatPart_EnvironmentalEffects
    • StatPart_FertilityByGenderAge
    • StatPart_FertilityByHediffs
    • StatPart_Food
    • StatPart_GearAndInventoryMass
    • 6 StatPart_GearStatOffset
    • 2 StatPart_Genes
    • 3 StatPart_Glow
    • 1 StatPart_GrowthVatSpeedFactor
    • StatPart_HasRelic
    • 1 StatPart_Health
    • StatPart_Hyperlinks
    • StatPart_IsCorpseFresh
    • StatPart_IsFlesh
    • StatPart_LifeStageMaxFood
    • StatPart_Malnutrition
    • StatPart_MaxChanceIfRotting
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NearHarbingerTree
    • StatPart_NotCarefullySlaughtered
    • StatPart_NoxiousHaze
    • 3 StatPart_Outdoors
    • StatPart_OverseerStatOffset
    • 1 StatPart_Pain
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_PlayerFactionLeader
    • StatPart_Pollution
    • StatPart_Quality
    • StatPart_Quality_Offset
    • StatPart_ReloadMarketValue
    • StatPart_Rest
    • StatPart_Resting
    • StatPart_RevenantSpeed
    • StatPart_RoleConversionPower
    • StatPart_RoomStat
    • StatPart_ShamblerCorpse
    • StatPart_ShamblerCrawling
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_Slave
    • 5 StatPart_Stuff
    • StatPart_Terror
    • StatPart_ToxicFallout
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_WeaponTraitsMarketValueOffset
    • 1 StatPart_WildManOffset
    • 1 StatPart_WorkTableOutdoors
    • 2 StatPart_WorkTableTemperature
    • 1 StatPart_WorkTableUnpowered
    • 1 StatPart_WornByCorpse