User:JuliaCat/test

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Stat Graphs

Cooking Speed

  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)

Market Value

Item Hit Points

  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)

Pawn Age

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)

Surgery Success Chance Factor

  • Parts:
    • StatPart_Glow:
      • Factor From Glow Curve:
        • Points:
          • (0,0.75)
          • (0.50,1.00)

Melee Hit Chance

Post Process Curve

  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)

Pawn Age

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)

Melee Dodge Chance

  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)

Shooting Accuracy

  • Post Process Curve:
    • 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)

Aiming Time

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)

Move Speed

  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)

Immunity Gain Speed

  • Parts:
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)

Meat Amount

Malnutrition

  • Parts:
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)

Post Process Curve

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Leather Amount

  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)

Arrest Success Chance

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)

Global Work Speed

Light Level

  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true

Pawn Age

    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)

Hunting Stealth

  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)

Reading Speed

  • Parts:
    • StatPart_Age: Content added by the Biotech DLC
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)

Medical Tend Quality

  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)

Meditation Plant Growth Offset

  • Parts:
    • StatPart_ArtificialBuildingsNearbyOffset:
      • Radius: 34.9
      • Curve:
        • Points:
          • (0, 0.0)
          • (5, -0.08)
          • (10, -0.15)
          • (50, -0.3)

Slave Suppression Fall Rate

  • Parts:
    • StatPart_Terror
    • StatPart_GearStatOffset:
      • Apparel Stat: SlaveSuppressionOffset
      • Subtract: true
    • StatPart_AgeOffsetContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, -0.5)
          • (13, -0.3)
          • (16, 0)

Shooting Accuracy Multiplier (Child)

  • Parts:
    • StatPart_Age:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.95)
          • (12,0.98)
          • (13,1)

Fertility

Male

  • Parts:
    • StatPart_FertilityByGenderAge:
      • Male Fertility Age Factor:
        • Points:
          • (14, 0)
          • (18, 1)
          • (50, 1)
          • (90, 0)

Female

    • Female Fertility Age Factor:
        • Points:
          • (14, 0)
          • (20, 1)
          • (28, 1)
          • (35, 0.5)
          • (40, 0.1)
          • (45, 0.02)
          • (50, 0)

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

Stat Bases

Name Category Parameters Additional Display
Priority
In
Category
ButcherySpeedBase PawnWork
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
ButcheryEfficiencyBase PawnWork
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
4520
ArmorRatingBase Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne
StatParts:
  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
-
InsulationBase Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
-
MarketValueBase BasicsImportant
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
StatParts:
  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
MeditationFocusBaseContent added by the Royalty DLC -
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
- -
ShootingAccuracyFactorBase PawnCombat
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- -
MechStatBaseContent added by the Biotech DLC
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
Mechanoid
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
- -
IntellectualSkillBase PawnWork
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true

  • Capacity Factors:
-
AccuracyBase Weapon_Ranged
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
-
DarknessCombatContent added by the Ideology DLC PawnCombat
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
MechanitorStatBaseContent added by the Biotech DLC Mechanitor
  • Worker Class: StatWorker_Mechanitor
  • Default Base Value: 0%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
- 2000

Stats

DefName
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Paramaters
Display
Priority
In
Category
  • defName: SmeltingSpeed
  • label: smelting speed
The speed at which this person smelts things.

Since smelting is dumb labor, smelting speed is not affected by any skill.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
  • defName: GeneralLaborSpeed
  • label: 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. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4999
  • defName: DrugSynthesisSpeed
  • label: drug synthesis speed
How fast this character synthesizes complex chemical drugs. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Disable If Skill Disabled: Crafting
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 30%
      • Bonus Per Level: +8.75%
      • Required: false
  • Capacity Factors:
4511
  • defName: CookSpeed
  • label: cooking speed
The speed at which this person cooks meals. Pawn-Work
  • Default Base Value: 0%
  • No Skill Offset: 20
  • Min Value: 10%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Post Process Stat Factors:
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.01)
      • (0, 0.4)
      • (20, 1.6)
4541
  • defName: FoodPoisonChance
  • label: food poison chance
  • labelForFullStatList: food poison chance (chance to poison a meal)
The probability that this character will inadvertently poison a meal they cook.

Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Cooking
      • Values Per Level:
        • 0.050
        • 0.040
        • 0.030
        • 0.020
        • 0.015
        • 0.010
        • 0.005
        • 0.0025
        • 0.0015
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
        • 0.001
4542
  • defName: DrugCookingSpeed
  • label: drug cooking speed
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Supress Disabled Error: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4510
  • defName: ButcheryFleshSpeed
  • label: butchery speed
The speed at which this person butchers flesh creatures. - -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 40%
      • Bonus Per Level: +6%
-
  • defName: ButcheryMechanoidSpeed
  • label: mechanoid shredding speed
The speed at which this person can shred a mechanoid for resources. - -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 40%
      • Bonus Per Level: +6%
-
  • defName: ButcheryFleshEfficiency
  • label: butchery efficiency
The amount of meat produced when butchering flesh creatures.

The actual amount is also related to the creature's size.
- -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Cooking
      • Base Value: 75%
      • Bonus Per Level: +2.5%
-
  • defName: ButcheryMechanoidEfficiency
  • label: mechanoid shredding efficiency
The amount of materials yielded when this person shreds a dead mechanoid for resources.

The actual amount is also related to the mechanoid's size.
- -
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +2.5%
-
  • defName: Ability_RequiredPsylink
  • label: psylink level
The minimum psylink level required to use this ability. Ability
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1005
  • defName: Ability_CastingTime
  • label: casting time
How long it takes to perform this ability. Ability
  • Default Base Value: 100%
  • Min Value: 0%
  • Format String: {0} s
  • To String Style: FloatOne
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1004
  • defName: Ability_EntropyGain
  • label: neural heat gain
How much neural heat will be added as a result of performing this ability. Ability
  • Default Base Value: 500%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1003
  • defName: Ability_PsyfocusCost
  • label: psyfocus cost
How much psyfocus must be spent to perform this ability. Ability
  • Worker Class: StatWorker_PsyfocusCost
  • To String Style: PercentOne
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
1002
  • defName: Ability_Range
  • label: range
The maximum distance to a target of this ability, or to the center of the target location. Ability
  • Default Base Value: 2500%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 1001
  • defName: Ability_Duration
  • label: duration
How long the effects of this ability last. Ability
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Format String: {0} s
  • Show If Undefined: false
- 999
  • defName: Ability_EffectRadius
  • label: effect radius
The radius of the area of effect of this ability. Ability
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 998
  • defName: Ability_GoodwillImpact
  • label: goodwill impact
How casting this ability on someone will impact relations with their faction. Ability
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Show If Undefined: false
- 997
  • defName: Ability_DetectChancePerEntropy
  • label: detection chance
The likelihood of this psychic power being detected when it is used.

Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
Ability
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Hide At Value: 0%
  • To String Style: PercentZero
996
  • defName: StuffEffectMultiplierArmor
  • label: Armor - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • defName: StuffEffectMultiplierInsulation_Cold
  • label: Insulation - Cold - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • defName: StuffEffectMultiplierInsulation_Heat
  • label: Insulation - Heat - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 3
  • defName: ArmorRating_Sharp
  • label: Armor - Sharp
  • labelForFullStatList: 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.

- -
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
100
  • defName: ArmorRating_Blunt
  • label: Armor - Blunt
  • labelForFullStatList: 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.

- -
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
99
  • defName: ArmorRating_Heat
  • label: Armor - Heat
  • labelForFullStatList: 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.

- -
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
98
  • defName: Insulation_Cold
  • label: Insulation - Cold
  • labelForFullStatList: Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.

Greater values allow surviving in colder temperatures.
-
  • Cacheable: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
90
  • defName: Insulation_Heat
  • label: Insulation - Heat
  • labelForFullStatList: Insulation - Heat (armor stat)
How much this apparel improves a wearer's maximum comfortable temperature.

Greater values allow surviving in warmer temperatures.
- -
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
89
  • defName: EnergyShieldEnergyMax
  • label: Shield max energy
The maximum energy a shield can have at one time.

More energy absorbs more damage.
Apparel
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 60%
      • Factor Poor: 80%
      • Factor Normal: 100%
      • Factor Good: 120%
      • Factor Excellent: 140%
      • Factor Masterwork: 170%
      • Factor Legendary: 210%
70
  • defName: EnergyShieldRechargeRate
  • label: 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: 45%
  • To String Style: PercentZero
  • Format String: {0}/s
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 120%
      • Factor Legendary: 130%
69
  • defName: PackRadius
  • label: 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
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 84%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 116%
      • Factor Masterwork: 130%
      • Factor Legendary: 150%
60
  • defName: EquipDelay
  • label: equip delay
The time it takes to equip and unequip this item. Apparel
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50
  • defName: MaxHitPoints
  • label: max hit points
The maximum hit points of an object.

This represents how much damage it can take before being destroyed.
Basics-Non-Pawn-Important
  • Default Base Value: 10000%
  • Min Value: 100%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • defName: Mass
  • label: mass
The physical mass of an object. Basics
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwoOrThree
  • Format String: {0} kg
  • Minified Thing Inherits: true
  • Show On Unhaulables: false
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_GearAndInventoryMass
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_AddedBodyPartsMass
1500
  • defName: MarketValue
  • label: market value
The market value of an object.

The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
- -
  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)
-
  • defName: MarketValueIgnoreHp
  • label: market value ignoring hitpoints
- -
  • Always Hide: true
- -
  • defName: SellPriceFactor
  • label: sell price multiplier
A multiplier on the price at which you can sell items. Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show On Untradeables: false
- 2509
  • defName: RoyalFavorValue
  • label: honor value
The amount of honor your trader will earn for giving this to a tribute collector. Basics-Important
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatMaxThree
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
- 2508
  • defName: Flammability
  • label: 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
  • Minified Thing Inherits: true
- 3000
  • defName: WorkToMake
  • label: work to make
The base amount of work it takes to make an item, once all materials are gathered. Basics-Non-Pawn
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3100
  • defName: DeteriorationRate
  • label: deterioration rate
The rate at which this item deteriorates when left outside, in average hit points per day.

Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • Format String: {0} / day
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 200%
      • Factor Poor: 150%
      • Factor Normal: 100%
      • Factor Good: 80%
      • Factor Excellent: 60%
      • Factor Masterwork: 30%
      • Factor Legendary: 10%
    • StatPart_EnvironmentalEffects:
      • Factor Offset Unroofed: +50%
      • Factor Offset Outdoors: +50%
      • Protected By Edifice Factor: 0%
    • StatPart_PollutionContent added by the Biotech DLC:
      • Multiplier: 150%
    • StatPart_NoxiousHazeContent added by the Biotech DLC:
      • Multiplier: 300%
    • StatPart_ToxicFallout:
      • Multiplier: 300%
    • StatPart_NearHarbingerTreeContent added by the Anomaly DLC:
      • Multiplier: 200%
    • StatPart_ShamblerCorpseContent added by the Anomaly DLC:
      • Multiplier: 500%
2500
  • defName: Beauty
  • label: beauty
How enjoyable an object is to look at.

Beautiful objects fulfill characters' need for beauty.
Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • defName: BeautyOutdoors
  • label: outdoor beauty
How enjoyable something is to look at if it's outside.

Beautiful objects fulfill peoples' need for beauty.
- - - -
  • defName: Cleanliness
  • label: cleanliness
How much an object contributes to an area's cleanliness score. Basics-Non-Pawn
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Apply Factors If Negative: false
- 3000
  • defName: Comfort
  • label: comfort
How comfortable an object is to sit or lay on.

Using comfortable objects fulfills a character's need for comfort.
Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • To String Style: FloatTwo
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
3000
  • defName: Nutrition
  • label: nutrition
How nutritious this food is. Basics-Non-Pawn-Important
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • To String Style: FloatTwo
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_IsFlesh
    • StatPart_IsCorpseFresh
3000
  • defName: FoodPoisonChanceFixedHuman
  • label: food poison chance
  • labelForFullStatList: food poison chance (food stat)
The chance this food will cause food poisoning. Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentZero
  • Parts:
    • StatPart_MaxChanceIfRotting
4000
  • defName: ShootingAccuracyTurret
  • label: shooting accuracy
  • labelForFullStatList: shooting accuracy (turrets)
Base chance to not miss per cell of shot distance.

Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Basics-Non-Pawn
  • Worker Class: StatWorker_ShootingAccuracy
  • Default Base Value: 96%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Show If Undefined: false
- 4000
  • defName: MedicalPotency
  • label: medical potency
How effective this is when used to tend wounds and diseases, or do surgery.

Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
Basics-Non-Pawn-Important
  • Default Base Value: 0%
  • Min Value: 20%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4000
  • defName: MedicalQualityMax
  • label: medical tend quality maximum
The maximum quality of medical tending that can be achieved while using this.

Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
Basics-Non-Pawn-Important
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4010
  • defName: ConstructionSpeedFactor
  • label: construction speed
  • labelForFullStatList: construction speed (material factor)
The speed at which buildings made of this are constructed is multiplied by this value.

Some materials, like stone, are slow to build from, while others, like wood, are fast.
Basics-Non-Pawn
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 2500
  • defName: MeditationFocusStrength
  • label: 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.

For some objects, this number can change depending on the surroundings and the person doing the meditating.
Meditation
  • Worker Class: StatWorker_PossibleCompOffsets
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • Show Zero Base Value: true
- 4010
  • defName: PsychicSensitivityOffset
  • label: 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
  • Show If Undefined: false
  • Show On Pawns: false
  • Cacheable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 50%
      • Factor Poor: 66%
      • Factor Normal: 83%
      • Factor Good: 100%
      • Factor Excellent: 116%
      • Factor Masterwork: 132%
      • Factor Legendary: 150%
      • apply To Negative Values: true
3500
  • defName: PsychicSensitivityFactor
  • label: psychic sensitivity factor
A factor applied to the user's psychic sensitivity. Basics
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show If Undefined: false
  • Show On Pawns: false
- 3500
  • defName: PsychicEntropyMaxOffset
  • label: 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
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
3525
  • defName: PsychicEntropyRecoveryRateOffset
  • label: 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
  • Show If Undefined: false
  • Show On Pawns: false
  • Show If Mods Loaded Any:

Royalty Content added by the Royalty DLC Biotech Content added by the Biotech DLC

3550
  • defName: FilthMultiplier
  • label: 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: 100%
  • Min Value: 0%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • defName: CleaningTimeFactor
  • label: cleaning time multiplier
A multiplier on how long it takes to clean filth from this surface. Terrain
  • Default Base Value: 100%
  • Min Value: 0.1%
  • Show On Pawns: false
  • To String Style: PercentZero
- -
  • defName: WorkToBuild
  • label: work to build
The base amount of work it takes to build a structure, once all materials are gathered.

The work required to deconstruct the structure is also based on this.
Building
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3101
  • defName: DoorOpenSpeed
  • label: door opening speed
The speed at which the door opens when unpowered.

Slow doors will slow down everyone who uses them.
Building
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentZero
- 3102
  • defName: BedRestEffectiveness
  • label: rest effectiveness
How fast people sleeping on this gain rest. Building
  • Default Base Value: 0%
  • Min Value: 40%
  • Value If Missing: 0.8
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 86%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 114%
      • Factor Masterwork: 125%
      • Factor Legendary: 160%
4000
  • defName: TrapMeleeDamage
  • label: trap melee damage
How much damage this trap does on average per hit. Each trap hits multiple times.

The actual damage in any instance will vary randomly.
Building
  • Worker Class: StatWorker_MeleeDamageAmountTrap
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: Integer
  • Show If Undefined: false
- 5001
  • defName: TrapSpringChance
  • label: trap spring chance
The likelihood that the trap will spring when an unaware creature passes over it. Building
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5000
  • defName: ResearchSpeedFactor
  • label: research speed factor
The speed at which people do research is multiplied by this value. Building
  • Default Base Value: 100%
  • Min Value: 25%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%
    • StatPart_WorkTableTemperature
    • StatPart_RoomStat:
    • StatPart_RoomStat:
1000
  • defName: MedicalTendQualityOffset
  • label: 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
  • defName: ImmunityGainSpeedFactor
  • label: immunity gain speed factor
Immunity gain speed is multiplied by this value. Building
  • Default Base Value: 100%
  • Min Value: 50%
  • To String Style: PercentZero
  • Hide At Value: 100%
- 4000
  • defName: PowerPlantMaxPowerOuput
  • label: max power output
The maximum power that this generator can output in ideal conditions. Building
  • Worker Class: StatWorker_MaxPowerOutput
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Show On Non Power Plants: false
- 1000
  • defName: WorkTableWorkSpeedFactor
  • label: work speed factor
Work speed is multiplied by this value. Building
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Parts:
    • StatPart_WorkTableUnpowered
    • StatPart_WorkTableTemperature
    • StatPart_WorkTableOutdoors
3000
  • defName: WorkTableEfficiencyFactor
  • label: work efficiency factor
Work efficiency is multiplied by this value. Building
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Show On Non Work Tables: false
  • Hide At Value: 100%
- 3000
  • defName: JoyGainFactor
  • label: recreation power
How effectively this item entertains people and fulfills the need for recreation. Building
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 140%
      • Factor Legendary: 180%
4010
  • defName: SurgerySuccessChanceFactor
  • label: surgery success chance factor
A multiplier to the chance that a surgery will succeed when performed here.

Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
Building
  • Worker Class: StatWorker_SurgerySuccessChanceFactor
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 85%
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 115%
      • Factor Legendary: 130%
4100
  • defName: RoomReadingBonus
  • label: 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. Building
  • Worker Class: StatWorker_RoomReadingBonus
  • Default Base Value: 100%
  • Min Value: 100%
  • To String Style: PercentZero
  • Parts:
    • StatPart_RoomStat:
4200
  • defName: MeleeDPS
  • label: melee DPS
Average damage per second in melee combat.

This stat ignores target defenses like dodging and armor.
Pawn-Combat
  • Worker Class: StatWorker_MeleeDPS
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 5100
  • defName: MeleeDamageFactor
  • label: melee damage factor
A multiplier on the amount of melee damage inflicted by this person. Pawn-Combat
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Parts:
    • StatPart_ShamblerCrawlingContent added by the Anomaly DLC:
      • Factor: 75%
5200
  • defName: MeleeCooldownFactor
  • label: melee cooldown
A multiplier on the time this creature takes to recover after making a melee attack. Pawn-Combat
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 5201
  • defName: MeleeArmorPenetration
  • label: melee armor penetration
Average armor penetration of all attacks in melee combat.

This stat includes currently used weapon.
Pawn-Combat
  • Worker Class: StatWorker_MeleeArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
  • Show Developmental Stage Filter: Child, Adult
- 4100
  • defName: MeleeHitChance
  • label: melee hit chance
Chance to hit a target in melee.

The target can still dodge even if we would've hit.
Pawn-Combat
  • 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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • Points:
      • (-20, 0.05)
      • (-10, 0.10)
      • (0.0, 0.50)
      • (10, 0.80)
      • (20, 0.90)
      • (40, 0.96)
      • (60, 0.98)
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.05)
          • (12,0.8)
          • (13,1)
4100
  • defName: MeleeDodgeChance
  • label: melee dodge chance
Chance to dodge a melee attack that would've otherwise hit.

Characters will not dodge while aiming or firing a ranged weapon.
Pawn-Combat
  • Never Disabled: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • No Skill Offset: 0
  • Show Developmental Stage Filter: Child, Adult
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Melee
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
    • Capacity: Moving
      • Scale: 18
    • Capacity: Sight
      • Scale: 8
      • Max: 140%
  • Post Process Curve:
    • Points:
      • (5, 0)
      • (20, 0.30)
      • (60, 0.50)
4100
  • defName: RangedCooldownFactor
  • label: ranged cooldown multiplier
A multiplier on the cooldown between bursts when using a ranged weapon. Pawn-Combat
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 1%
  • Hide At Value: 100%
- 1205
  • defName: ShootingAccuracyPawn
  • label: shooting accuracy
  • labelForFullStatList: shooting accuracy (people)
Base chance to not miss per cell of shot distance.

Chance to hit is also affected by many other factors.

A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Pawn-Combat
  • 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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0
      • Bonus Per Level: +1
  • Capacity Offsets:
  • Post Process Curve:
    • 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)
4050
  • defName: ShootingAccuracyFactor_Touch
  • label: accuracy factor (close)
A multiplier on accuracy at a distance of 3 cells or less. - - - 4049
  • defName: ShootingAccuracyFactor_Short
  • label: accuracy factor (short)
A multiplier on accuracy at a distance of 12 cells. - - - 4048
  • defName: ShootingAccuracyFactor_Medium
  • label: accuracy factor (medium)
A multiplier on accuracy at a distance of 25 cells. - - - 4047
  • defName: ShootingAccuracyFactor_Long
  • label: accuracy factor (long)
A multiplier on accuracy at a distance of 40 cells or more. - - - 4046
  • defName: AimingDelayFactor
  • label: aiming time
How long it takes to shoot after choosing a target. Pawn-Combat
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Entities: false
  • Show Developmental Stage Filter: Child, Adult
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,1.8)
          • (12,1.1)
          • (13,1)
4040
  • defName: MortarMissRadiusFactor
  • label: Mortar miss radius multiplier
  • labelForFullStatList: Mortar miss radius multiplier
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. Pawn-Combat
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • To String Style Unfinalized: FloatOne
  • Finalize Equipped Stat Offset: false
  • No Skill Offset: 0
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 20%
      • Bonus Per Level: +-2.5%
  • Capacity Offsets:
4060
  • defName: PawnTrapSpringChance
  • label: trap spring chance
Chance to spring a trap the character is unaware of. Pawn-Combat
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4047
  • defName: IncomingDamageFactor
  • label: incoming damage multiplier
A multiplier on all incoming damage. Pawn-Combat
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentZero
- 4048
  • defName: StaggerDurationFactor
  • label: stagger time multiplier
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. Pawn-Combat
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
- 1200
  • defName: MoveSpeed
  • label: move speed
Speed of movement in cells per second. Basics-Pawn
  • Default Base Value: 300%
  • Min Value: 15%
  • To String Style: FloatTwo
  • Format String: {0} c/s
  • Scenario Randomizable: true
  • Capacity Factors:
  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_RevenantSpeed Content added by the Anomaly DLC
2500
  • defName: CrawlSpeed
  • label: crawl speed
Speed of crawling in cells per second. Basics-Pawn
  • Default Base Value: 60%
  • Min Value: 0%
  • To String Style: FloatTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Format String: {0} c/s
2499
  • defName: MentalBreakThreshold
  • label: mental break threshold
As long as someone's mood is below this level, they are in danger of having a mental break.

The severity of the mental break will depend on how far below the threshold they are.
Basics-Pawn
  • Default Base Value: 35%
  • Min Value: 1%
  • Max Value: 0.50
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Scenario Randomizable: true
- 2000
  • defName: PsychicSensitivity
  • label: 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. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Min Value: 0%
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: PsychicSensitivityOffset
      • Include Weapon: true
    • StatPart_GearStatFactor:
      • Apparel Stat: PsychicSensitivityFactor
      • Include Weapon: true
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_BlindPsychicSensitivityOffset Content added by the Ideology DLC
3500
  • defName: ToxicResistance
  • label: toxic resistance
How well this creature resists toxic buildup. Basics-Pawn
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
- 3451
  • defName: GlobalLearningFactor
  • label: global learning factor
A multiplier on the learning rate for all skills. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • defName: BedHungerRateFactor
  • label: bed hunger rate multiplier
- -
  • Always Hide: true
  • Min Value: 0%
  • To String Style: PercentZero
  • Default Base Value: 100%
- -
  • defName: RestRateMultiplier
  • label: rest rate multiplier
A multiplier on how quickly a creature rests while sleeping. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 5%
  • Scenario Randomizable: true
  • Show On Mechanoids: false
2501
  • defName: EatingSpeed
  • label: eating speed
A multiplier on eating speed. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Hide At Value: 100%
  • Min Value: 15%
  • Show On Mechanoids: false
  • Show On Entities: false
1000
  • defName: ComfyTemperatureMin
  • label: min comfortable temperature
Below this temperature, characters will be unhappy.

Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
Basics-Pawn
  • Default Base Value: 0%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Cold
      • Subtract: true
2010
  • defName: ComfyTemperatureMax
  • label: max comfortable temperature
Above this temperature, characters will be unhappy.

Significantly above this temperature, they will develop heatstroke and eventually die.
Basics-Pawn
  • Default Base Value: 4000%
  • To String Style: Temperature
  • Min Value: -200000%
  • Max Value: 2000
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GearStatOffset:
      • Apparel Stat: Insulation_Heat
2010
  • defName: ImmunityGainSpeed
  • label: immunity gain speed
The speed at which this character gains immunity to diseases.

If this is too slow, the character will die from a disease before developing immunity.
Basics-Pawn
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Mechanoids: false
  • Capacity Factors:
  • Parts:
    • StatPart_Food:
      • Factor Urgently Hungry: 90%
      • Factor Starving: 70%
    • StatPart_Rest:
      • Factor Tired: 96%
      • Factor Very Tired: 92%
      • Factor Exhausted: 80%
    • StatPart_BedStat:
    • StatPart_Resting:
      • Factor: 110%
    • StatPart_Age:
      • Curve:
        • Points:
          • (0.65,1)
          • (0.8,0.95)
          • (1.0,0.9)
          • (1.2,0.8)
          • (1.5,0.5)
2000
  • defName: InjuryHealingFactor
  • label: injury healing factor
The multiplier applied to a person's injury healing rate. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 0%
  • Hide At Value: 100%
  • Parts:
    • StatPart_DeathrestingContent added by the Biotech DLC
      • Factor: 500%
2201
  • defName: CarryingCapacity
  • label: carrying capacity
The amount of stuff this creature can carry in its hands, mouth, or other manipulators.

This is separate from the ability to carry cargo on long cross-world trips.
Basics-Pawn
  • Show On Entities: false
  • Default Base Value: 7500%
  • Min Value: 100%
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
  • Capacity Factors:
2203
  • defName: MeatAmount
  • label: 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. Basics-Pawn
  • Worker Class: StatWorker_MeatAmount
  • Default Base Value: 14000%
  • Min Value: 0%
  • Show On Mechanoids: false
  • To String Style: Integer
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
    • StatPart_Difficulty_ButcherYield
    • StatPart_Malnutrition:
      • Curve:
        • Points:
          • (0, 1)
          • (1, 0.4)
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3552
  • defName: LeatherAmount
  • label: 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. Basics-Pawn
  • Worker Class: StatWorker_LeatherAmount
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: Integer
  • Hide At Value: 0%
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NotCarefullySlaughtered:
      • Factor: 66%
  • Post Process Curve:
    • Points:
      • (0,0)
      • (5,14)
      • (40,40)
      • (100000,100000)
3551
  • defName: MinimumHandlingSkill
  • label: minimum handling skill
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. Basics-Pawn
  • Worker Class: StatWorker_MinimumHandlingSkill
  • 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:
    • StatPart_WildManOffset:
      • Offset: +7
1500
  • defName: PainShockThreshold
  • label: pain shock threshold
The pain level at which this creature is downed from pain. Basics-Pawn
  • Min Value: 1%
  • Max Value: 0.99
  • Default Base Value: 80%
  • To String Style: PercentZero
  • Show On Mechanoids: false
- 2000
  • defName: ForagedNutritionPerDay
  • label: foraged food amount
The amount of nutrition this person will automatically forage per day while traveling by caravan. Basics-Pawn
  • Min Value: 0%
  • Default Base Value: 0%
  • To String Style: FloatMaxTwo
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 0%
      • Bonus Per Level: +9%
  • Capacity Factors:
1000
  • defName: FilthRate
  • label: filth rate
How much filth this creature produces.

It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
Basics-Pawn
  • Show On Mechanoids: false
  • Show On Entities: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatOne
- 2205
  • defName: AnimalsLearningFactor
  • label: animals learning factor
A multiplier on the learning rate for animals skill. Basics-Pawn
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Hide At Value: 100%
  • Min Value: 0%
  • Scenario Randomizable: true
- 3500
  • defName: CaravanRidingSpeedFactor
  • label: 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. Basics-Pawn
  • Worker Class: StatWorker_CaravanRidingSpeedFactor
  • Show If Undefined: false
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Min Value: 100%
- 2203
  • defName: MaxNutrition
  • label: max nutrition
The amount of nutrition needed to completely fill this creature's stomach.
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
Basics-Pawn
  • To String Style: FloatMaxTwo
  • Show On Mechanoids: false
  • Show On Entities: false
  • Cacheable: true
  • Parts:
    • StatPart_BodySize
    • StatPart_LifeStageMaxFood
2501
  • defName: LifespanFactor
  • label: 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. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2000
  • defName: MeditationFocusGain
  • label: meditation psyfocus gain
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. Basics-Pawn
  • Default Base Value: 50%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show On Entities: false
  • Show If Mods Loaded Any:

Biotech Content added by the Biotech DLC

4010
  • defName: PsychicEntropyMax
  • label: neural heat limit
The maximum amount of neural heat individual can tolerate safely. Basics-Pawn
  • Default Base Value: 3000%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Stat Factors:
  • Parts:
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyMaxOffset
      • Include Weapon: true
3500
  • defName: PsychicEntropyRecoveryRate
  • label: neural heat recovery rate
The rate at which this person reduces neural heat. Basics-Pawn
  • Min Value: 0%
  • Hide At Value: 0%
  • Default Base Value: 54%
  • To String Style: FloatTwo
  • Format String: {0}/s
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
  • Show If Hediffs Present:
  • Show If Mods Loaded Any:
    • Royalty Content added by the Royalty DLC
    • Biotech Content added by the Biotech DLC
  • Parts:
    • StatPart_Pain:
      • Factor: 300%
    • StatPart_GearStatOffsetContent added by the Royalty DLC,Content added by the Biotech DLC:
      • Apparel Stat: PsychicEntropyRecoveryRateOffset
      • Include Weapon: true
4000
  • defName: ToxicEnvironmentResistance
  • label: 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. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 1
- 3450
  • defName: RestFallRateFactor
  • label: sleep fall rate
A multiplier on the speed that a person's sleep need falls. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • defName: EMPResistance
  • label: 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
  • Show If Undefined: false
- 2030
  • defName: JoyFallRateFactor
  • label: recreation fall rate
A multiplier on the speed that a person's recreation need falls. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
  • Show On Animals: false
- -
  • defName: NegotiationAbility
  • label: negotiation ability
How effective this person is as a negotiator.

This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
Pawn-Social
  • Default Base Value: 100%
  • Min Value: 40%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 40%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
2600
  • defName: PawnBeauty
  • label: beauty
How physically attractive this person is. This affects social interactions. Pawn-Social
  • Default Base Value: 0%
  • To String Style: FloatOne
- 2000
  • defName: ArrestSuccessChance
  • label: 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. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 60%
  • Max Value: 1
  • Value If Missing: 0.4
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 60%
      • Bonus Per Level: +7.5%
  • Capacity Factors:
    • Capacity: Manipulation
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, 0.05)
          • (13, 0.8)
          • (18, 1)
2000
  • defName: TradePriceImprovement
  • label: trade price improvement
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 0.395
  • Display Max When Above Or Equal: true
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 0%
      • Bonus Per Level: +1.5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
  • Parts:
    • StatPart_PlayerFactionLeader:
      • Offset: +2%
2599
  • defName: DrugSellPriceImprovement
  • label: drug sell price improvement
When this person sells non-medical drugs, prices are improved by this percentage. Pawn-Social
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2560
  • defName: SocialImpact
  • label: social impact
A multiplier on how much other people are affected by this person's social interactions. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 20%
  • To String Style: PercentTwo
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 82%
      • Bonus Per Level: +2.75%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
2000
  • defName: TameAnimalChance
  • label: tame animal chance
The base chance this person will successfully tame an animal on any given attempt.

The actual chance is also affected by the animal's wildness.
Failed tame attempt can induce animal attacks, especially for more vicious animals.
Pawn-Social
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +3%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • defName: TrainAnimalChance
  • label: train animal chance
The base chance this person will make progress training an animal on a given attempt.

The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
Pawn-Social
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentTwo
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 10%
      • Bonus Per Level: +5%
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 70%
      • Allowed Defect: 20%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 30%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Manipulation
      • Weight: 50%
      • Allowed Defect: 20%
      • Max: 100%
1900
  • defName: BondAnimalChanceFactor
  • label: bond chance factor
A multiplier on the chance to bond with an animal when interacting with it. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 0%
  • Hide At Value: 100%
  • To String Style: PercentTwo
- 1890
  • defName: WorkSpeedGlobal
  • label: global work speed
A multiplier on a character's speed at doing any kind of work. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show On Player Mechanoids: true
  • Parts:
    • StatPart_Glow:
      • Humanlike Only: true
      • Factor From Glow Curve:
        • Points:
          • (0,0.80)
          • (0.30,1.00)
      • Ignore If Incapable Of Sight: true
      • Ignore If Prefers Darkness: true
    • StatPart_SlaveContent added by the Ideology DLC:
      • Factor: 85%
    • StatPart_OverseerStatOffsetContent added by the Biotech DLC:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.2)
          • (12,0.8)
          • (18,1)
5000
  • defName: MiningSpeed
  • label: mining speed
A speed at which this person mines away walls. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4900
  • defName: DeepDrillingSpeed
  • label: deep drilling speed
A speed at which this person uses a deep drill to extract underground resources. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Mining
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4901
  • defName: MiningYield
  • label: mining yield
The percentage of mined resources a miner will produce.

This applies to both wall mining and deep drill mining.
This doesn't affect the production rate of rock chunks from deep drills.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.25
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Mining
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.8
        • 0.85
        • 0.9
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4902
  • defName: SmoothingSpeed
  • label: smoothing speed
A multiplier on the speed at which this person smooths rough stone floors and walls. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Capacity Factors:
4500
  • defName: ResearchSpeed
  • label: research speed
How fast this person performs research and how quickly they can find things using scanning equipment. -
  • Min Value: 10%
- 4500
  • defName: AnimalGatherSpeed
  • label: animal gather speed
The speed at which this person milks, shears, and otherwise gathers resources from animals. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 4%
      • Bonus Per Level: +12%
  • Capacity Factors:
4501
  • defName: AnimalGatherYield
  • label: animal gather yield
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.

Higher percentages reduce the chance of wasting the product.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Animals
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4502
  • defName: PlantWorkSpeed
  • label: plant work speed
The speed at which this person sows and harvests plants. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Plants
      • Base Value: 8%
      • Bonus Per Level: +11.5%
4550
  • defName: PlantHarvestYield
  • label: plant harvest yield
The yield this person gets when harvesting plants.

Low yields give a chance that this person will accidentally waste the harvest.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Plants
      • Values Per Level:
        • 0.6
        • 0.7
        • 0.75
        • 0.8
        • 0.85
        • 0.90
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4551
  • defName: DrugHarvestYield
  • label: drug crop harvest yield
The yield this person gets when harvesting drug crops.

Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1.5
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
4552
  • defName: HuntingStealth
  • label: hunting stealth
This stat reduces the chance of hunted animals attacking the hunter.

A 0% score means no reduction.
A 100% score means animals never attack.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Shooting
      • Base Value: 0%
      • Bonus Per Level: +5%
    • SkillNeed_BaseBonus:
      • Skill: Animals
      • Base Value: 0%
      • Bonus Per Level: +5%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0.0, 0.0)
      • (0.1, 0.5)
      • (0.2, 0.75)
      • (0.5, 0.80)
      • (1.0, 0.90)
4500
  • defName: ConstructionSpeed
  • label: construction speed
The speed at which this person constructs and repairs buildings. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
4602
  • defName: ConstructSuccessChance
  • label: construct success chance
The chance that this person will succeed in constructing something.
Failing means wasting time and resources.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4601
  • defName: FixBrokenDownBuildingSuccessChance
  • label: repair success chance
The chance that this person will successfully repair a broken down building using a component.

Failing means wasting time and resources.
Note that this only applies to repairing breakdowns, which is different from repairing damage.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 1
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Construction
      • Values Per Level:
        • 0.75
        • 0.80
        • 0.85
        • 0.875
        • 0.90
        • 0.925
        • 0.95
        • 0.975
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.12
        • 1.13
  • Capacity Factors:
4600
  • defName: CleaningSpeed
  • label: cleaning speed multiplier
A multiplier on how fast this cleans up filth from the ground. Pawn-Work
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 10%
  • Show Developmental Stage Filter: Child, Adult
  • Show On Player Mechanoids: true
  • To String Style: PercentZero
2500
  • defName: ReadingSpeed
  • label: reading speed
A multiplier on how fast this person can read. Pawn-Work
  • Show Developmental Stage Filter: Child, Adult
  • Default Base Value: 80%
  • Min Value: 10%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: 100%
      • Required: false
      • Bonus Per Level: +2%
  • Capacity Factors:
  • Parts:
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.05)
          • (13,1)
4600
  • defName: MedicalTendSpeed
  • label: medical tend speed
Speed at which the character tends to wounds and illnesses. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Never Disabled: true
  • Scenario Randomizable: true
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4650
  • defName: MedicalTendQuality
  • label: medical tend quality
The base quality of tending given when tending wounds and illnesses.

The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Never Disabled: true
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 20%
      • Bonus Per Level: +10%
  • Capacity Factors:
  • Post Process Curve:
    • Points:
      • (0, 0)
      • (1.0, 1.0)
      • (2.0, 1.5)
      • (4.0, 2.0)
4651
  • defName: MedicalOperationSpeed
  • label: medical operation speed
The speed at which the character performs medical operations. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Medicine
      • Base Value: 40%
      • Bonus Per Level: +6%
  • Capacity Factors:
4652
  • defName: MedicalSurgerySuccessChance
  • label: medical surgery success chance
The base chance that a character will succeed when performing a medical operation.

The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.

No matter how high this stat is, there is always a small chance of failure on any operation.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Medicine
      • Values Per Level:
        • 0.10
        • 0.20
        • 0.30
        • 0.40
        • 0.50
        • 0.60
        • 0.70
        • 0.75
        • 0.80
        • 0.85
        • 0.90
        • 0.92
        • 0.94
        • 0.96
        • 0.98
        • 1.00
        • 1.02
        • 1.04
        • 1.06
        • 1.08
        • 1.10
  • Capacity Factors:
4653
  • defName: StuffPower_Armor_Sharp
  • label: Armor - Sharp
  • labelForFullStatList: Armor - Sharp (material factor)
Armor against sharp damage like bullets, knife stabs, and animal bites. Stuff-Stat-Factors
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4510
  • defName: StuffPower_Armor_Blunt
  • label: Armor - Blunt
  • labelForFullStatList: Armor - Blunt (material factor)
Armor against blunt damage like club impacts, rock falls, and explosions. Stuff-Stat-Factors
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4509
  • defName: StuffPower_Armor_Heat
  • label: Armor - Heat
  • labelForFullStatList: Armor - Heat (material factor)
Armor against temperature-related damage like burns. Stuff-Stat-Factors
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4508
  • defName: StuffPower_Insulation_Cold
  • label: Insulation - Cold
  • labelForFullStatList: Insulation - Cold (material factor)
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. Stuff-Stat-Factors
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4507
  • defName: StuffPower_Insulation_Heat
  • label: Insulation - Heat
  • labelForFullStatList: Insulation - Heat (material factor)
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. Stuff-Stat-Factors
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: TemperatureOffset
- 4506
  • defName: MeleeWeapon_AverageDPS
  • label: melee damage per second
Average damage dealt per second in melee combat, if all attacks hit. Weapon-Melee
  • Worker Class: StatWorker_MeleeAverageDPS
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwo
  • For Information Only: true
- 5010
  • defName: MeleeWeapon_AverageArmorPenetration
  • label: melee armor penetration
Average armor penetration in melee combat. Weapon-Melee
  • Worker Class: StatWorker_MeleeAverageArmorPenetration
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: PercentZero
  • For Information Only: true
- 5009
  • defName: MeleeWeapon_DamageMultiplier
  • label: melee damage multiplier
A damage multiplier applied to melee combat. Weapon-Melee
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 80%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 110%
      • Factor Excellent: 120%
      • Factor Masterwork: 145%
      • Factor Legendary: 165%
5008
  • defName: MeleeWeapon_CooldownMultiplier
  • label: melee cooldown
A multiplier on attack delay for weapons made of this material. Stuff-Stat-Factors
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4504
  • defName: SharpDamageMultiplier
  • label: sharp damage
A multiplier on damage from sharp-type attacks for weapons made of this material. Stuff-Stat-Factors
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4505
  • defName: BluntDamageMultiplier
  • label: blunt damage
A multiplier on damage from blunt-type attacks for weapons made of this material. Stuff-Stat-Factors
  • Default Base Value: 100%
  • Min Value: 5%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4506
  • defName: AccuracyTouch
  • label: Accuracy (close)
The weapon's accuracy at a distance of 3 cells or less.

An actual shot's chance to hit will also be affected by other factors.
- - - 5110
  • defName: AccuracyShort
  • label: Accuracy (short)
The weapon's accuracy at a distance of 12 cells.

An actual shot's chance to hit will also be affected by other factors.
- - - 5109
  • defName: AccuracyMedium
  • label: Accuracy (medium)
The weapon's accuracy at a distance of 25 cells.

An actual shot's chance to hit will also be affected by other factors.
- - - 5108
  • defName: AccuracyLong
  • label: Accuracy (long)
The weapon's accuracy at a distance of 40 cells or more.

An actual shot's chance to hit will also be affected by other factors.
- - - 5107
  • defName: RangedWeapon_Cooldown
  • label: ranged cooldown
How long it takes to recover after firing this weapon. Weapon-Ranged
  • Default Base Value: 100%
  • Min Value: 1%
  • To String Style: FloatTwo
  • Format String: {0} s
  • Show If Undefined: false
  • Scenario Randomizable: true
- 5106
  • defName: RangedWeapon_DamageMultiplier
  • label: damage multiplier
A damage multiplier applied to projectiles fired from this weapon. Weapon-Ranged
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 100%
      • Factor Normal: 100%
      • Factor Good: 100%
      • Factor Excellent: 100%
      • Factor Masterwork: 125%
      • Factor Legendary: 150%
5105
  • defName: JumpRange
  • label: Jump range
The maximum jump distance. Apparel
  • Min Value: 0%
  • To String Style: FloatOne
  • Format String: {0} c
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 75%
      • Factor Poor: 90%
      • Factor Normal: 100%
      • Factor Good: 106%
      • Factor Excellent: 113%
      • Factor Masterwork: 119%
      • Factor Legendary: 125%
60
  • defName: MeditationPlantGrowthOffset
  • label: 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
  • To String Style: PercentZero
  • Parts:
    • StatPart_ArtificialBuildingsNearbyOffset:
      • Radius: 34.9
      • Curve:
        • Points:
          • (0, 0.0)
          • (5, -0.08)
          • (10, -0.15)
          • (50, -0.3)
4000
  • defName: PsychicEntropyGain
  • label: neural heat gain
A multiplier on neural heat gained from any source. Basics-Pawn
  • Min Value: 0%
  • Hide At Value: 100%
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
4000
  • defName: SlaveSuppressionOffset
  • label: 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
  • Show If Undefined: false
  • Show On Pawns: false
- 3600
  • defName: TerrorSource
  • label: 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
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality_Offset:
      • Offset Awful: +3
      • Offset Poor: +6
      • Offset Normal: +10
      • Offset Good: +15
      • Offset Excellent: +20
      • Offset Masterwork: +30
      • Offset Legendary: +40
      • Thing Defs: Terror sculpture
    • StatPart_CorpseCasket:
3600
  • defName: BiosculpterPodSpeedFactor
  • label: 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: 100%
  • Show If Undefined: false
  • Min Value: 0%
  • To String Style: PercentZero
4100
  • defName: StyleDominance
  • label: style dominance
How much this object contributes to overall style dominance in an area. Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatMaxThree
  • Hide At Value: 0%
  • Hide In Classic Mode: true
  • Parts:
    • StatPart_HasRelic:
      • Offset: +40
6000
  • defName: Terror
  • label: terror
The intensity of terror this person is experiencing. Basics-Pawn
  • Worker Class: StatWorker_Terror
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Max Value: 100
  • To String Style: PercentZero
  • Show On Pawns: false
  • Show If Undefined: false
- 3600
  • defName: ConversionPower
  • label: 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. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 40%
  • To String Style: PercentTwo
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 30%
      • Bonus Per Level: +8.75%
  • Parts:
    • StatPart_RoleConversionPower
  • Capacity Factors:
    • Capacity: Talking
      • Weight: 90%
      • Allowed Defect: 5%
      • Max: 100%
    • Capacity: Hearing
      • Weight: 90%
      • Allowed Defect: 20%
      • Max: 100%
1901
  • defName: CertaintyLossFactor
  • label: global certainty loss factor
A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. Basics-Pawn
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
- 1900
  • defName: SocialIdeoSpreadFrequencyFactor
  • label: ideoligion spread chance
A multiplier on the chance that this person will try to convert other people to their own ideoligion. Basics-Pawn
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
- 1899
  • defName: ShootingAccuracyOutdoorsDarkOffset
  • label: shooting accuracy outdoors dark
An offset on shooting accuracy if the target is outdoors at night. - - - -
  • defName: ShootingAccuracyOutdoorsLitOffset
  • label: shooting accuracy outdoors lit
An offset on shooting accuracy if the target is outdoors during the day. - - - -
  • defName: ShootingAccuracyIndoorsDarkOffset
  • label: shooting accuracy indoors dark
An offset on shooting accuracy if the target is indoors in the dark. - - - -
  • defName: ShootingAccuracyIndoorsLitOffset
  • label: shooting accuracy indoors lit
An offset on shooting accuracy if the target is indoors and lit. - - - -
  • defName: MeleeHitChanceOutdoorsDarkOffset
  • label: melee hit chance outdoors dark
An offset on melee hit chance if the target is outdoors at night. - - - -
  • defName: MeleeHitChanceOutdoorsLitOffset
  • label: melee hit chance outdoors lit
An offset on melee hit chance if the target is outdoors during the day. - - - -
  • defName: MeleeHitChanceIndoorsDarkOffset
  • label: melee hit chance indoors dark
An offset on melee hit chance if the target is indoors in the dark. - - - -
  • defName: MeleeHitChanceIndoorsLitOffset
  • label: melee hit chance indoors lit
An offset on melee hit chance if the target is indoors and lit. - - - -
  • defName: MeleeDodgeChanceOutdoorsDarkOffset
  • label: melee dodge chance outdoors night
An offset on melee dodge chance if the target is outdoors at night. - - - -
  • defName: MeleeDodgeChanceOutdoorsLitOffset
  • label: melee dodge chance outdoors day
An offset on melee dodge chance if the target is outdoors during the day. - - - -
  • defName: MeleeDodgeChanceIndoorsDarkOffset
  • label: melee dodge chance indoors dark
An offset on melee dodge chance if the target is indoors in the dark. - - - -
  • defName: MeleeDodgeChanceIndoorsLitOffset
  • label: melee dodge chance indoors lit
An offset on melee dodge chance if the target is indoors and lit. - - - -
  • defName: BiosculpterOccupantSpeed
  • label: biosculpter occupant speed
A multiplier on how quickly this person will complete a biosculpter pod cycle. Pawn-Misc
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Parts:
    • StatPart_BiosculptingSpeedFactor
1900
  • defName: SlaveSuppressionFallRate
  • label: slave suppression fall rate
The rate at which slave suppression falls. Pawn-Social
  • Worker Class: StatWorker_SuppressionFallRate
  • 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:
    • StatPart_Terror
    • StatPart_GearStatOffset:
      • Apparel Stat: SlaveSuppressionOffset
      • Subtract: true
    • StatPart_AgeOffsetContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3, -0.5)
          • (13, -0.3)
          • (16, 0)
2200
  • defName: AnimalProductsSellImprovement
  • label: animal products price improvement
When this person sells meat, leather, or wool, prices are improved by this percentage. Pawn-Social
  • Default Base Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentTwo
  • Disable If Skill Disabled: Social
- 2570
  • defName: SuppressionPower
  • label: suppression power
A multiplier on a warden's ability to suppress slaves. Pawn-Social
  • Default Base Value: 100%
  • Min Value: 5%
  • Max Value: 1
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: 5%
      • Bonus Per Level: +2.25%
-
  • defName: HackingSpeed
  • label: hacking speed
How fast this person can hack into computer terminals. Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Capacity Factors:
4510
  • defName: PruningSpeed
  • label: pruning speed
A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.

Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
Pawn-Work
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Stat Factors:
  • Skill Need Factors:
    • SkillNeed_Direct:
      • Skill: Plants
      • Values Per Level:
        • 0.92
        • 0.93
        • 0.94
        • 0.95
        • 0.96
        • 0.97
        • 0.98
        • 0.99
        • 1
        • 1.01
        • 1.02
        • 1.03
        • 1.04
        • 1.05
        • 1.06
        • 1.07
        • 1.08
        • 1.09
        • 1.10
        • 1.11
        • 1.12
-
  • defName: BabyPlayGainFactor
  • label: baby play power
How effectively this object can be used to fulfill a baby's need for play. Building
  • Default Base Value: 100%
  • Min Value: 30%
  • To String Style: PercentZero
  • Show If Undefined: false
- 4020
  • defName: GeneticComplexityIncrease
  • label: 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
  • Always Hide: true
- 4200
  • defName: AssemblySpeedFactor
  • label: work speed factor
The speed at which people assemble genes here is multiplied by this value. Building
  • Default Base Value: 100%
  • Min Value: 25%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Outdoors:
      • Factor Indoors: 100%
      • Factor Outdoors: 75%
    • StatPart_RoomStat:
1000
  • defName: BirthRitualQualityOffset
  • label: 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
  • defName: MaxInstallCount
  • label: 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%
  • For Information Only: true
- 4020
  • defName: MeleeDoorDamageFactor
  • label: melee door damage factor
A special multiplier on the amount of melee damage inflicted on doors. Pawn-Combat
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
- 5000
  • defName: ShootingAccuracyChildFactor
  • label: shooting accuracy multiplier
- Pawn-Combat
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Show Developmental Stage Filter: Child
  • Always Hide: true
  • Parts:
    • StatPart_Age:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (4,0.95)
          • (12,0.98)
          • (13,1)
-
  • defName: Fertility
  • label: 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. Basics-Pawn
  • Default Base Value: 100%
  • 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:
    • StatPart_FertilityByGenderAge:
      • Male Fertility Age Factor:
        • Points:
          • (14, 0)
          • (18, 1)
          • (50, 1)
          • (90, 0)
    • Female Fertility Age Factor:
        • Points:
          • (14, 0)
          • (20, 1)
          • (28, 1)
          • (35, 0.5)
          • (40, 0.1)
          • (45, 0.02)
          • (50, 0)
    • StatPart_FertilityByHediffs
-
  • defName: MechBandwidth
  • label: mech bandwidth
How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.

Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
- - - -
  • defName: MechControlGroups
  • label: mech control groups
How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. - - - -
  • defName: MechRemoteRepairDistance
  • label: mech remote repair distance
How far away a mech can be during remote repair. -
  • Show If Undefined: false
- -
  • defName: MechRemoteShieldDistance
  • label: mech remote shield distance
The maximum range at which a mechanitor can place a shield on a mechanoid. -
  • Show If Undefined: false
- -
  • defName: MechRemoteShieldEnergy
  • label: mech remote shield energy
The energy a remote shield will have when created by a mechanitor. -
  • Show If Undefined: false
- -
  • defName: MechFormingSpeed
  • label: mech gestation speed
A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. -
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +2.5%
-
  • defName: MechRepairSpeed
  • label: mech repair speed
A multiplier on how fast a mechanitor can repair mechanoids. -
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 80%
      • Bonus Per Level: +10%
-
  • defName: SubcoreEncodingSpeed
  • label: subcore encoding speed
A multiplier on how fast a mechanitor can create subcores. -
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Skill Need Factors:
    • SkillNeed_BaseBonus:
      • Skill: Crafting
      • Base Value: 75%
      • Bonus Per Level: +10%
-
  • defName: BandwidthCost
  • label: bandwidth cost
How much bandwidth this mech consumes when under mechanitor control. -
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
- 2000
  • defName: ControlTakingTime
  • label: control taking time
How many seconds it will take for a mechanitor to take control of this mech. -
  • Default Base Value: 1200%
  • Min Value: 0%
  • To String Style: Integer
  • Format String: {0}s
  • Show If Undefined: false
- 2010
  • defName: MechEnergyUsageFactor
  • label: energy usage multiplier
A multiplier on how fast a mechanoid consumes its energy reserves while operating. -
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Show If Undefined: false
- 2000
  • defName: WastepacksPerRecharge
  • label: 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. -
  • Default Base Value: 500%
  • Min Value: 0%
  • Show If Undefined: false
2000
  • defName: MechEnergyLossPerHP
  • label: repair energy cost
The amount of energy that this mechanoid loses for every 100 damage repaired. -
  • Worker Class: StatWorker_MechEnergyLossPerHP
  • Default Base Value: 33.3%
  • Min Value: 0%
  • To String Style: Integer
  • Show If Undefined: false
- 2020
  • defName: HemogenGainFactor
  • label: hemogen gain multiplier
A multiplier on the amount of hemogen gained. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
- -
  • defName: RawNutritionFactor
  • label: 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. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 0.01%
- 1001
  • defName: CancerRate
  • label: cancer rate factor
A multiplier on how likely this person is to develop cancer in any given time frame. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
- 2100
  • defName: LearningRateFactor
  • label: learning rate factor
A multiplier on how quickly a child's learning need is fulfilled by learning activities. Basics-Pawn
  • To String Style: PercentZero
  • Default Base Value: 100%
  • Hide At Value: 100%
  • Min Value: 1%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show Developmental Stage Filter: Child
- 1350
  • defName: GrowthVatOccupantSpeed
  • label: growth vat occupant speed
A multiplier on how quickly this person will grow when in a growth vat. Pawn-Misc
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
  • Cacheable: true
  • Parts:
    • StatPart_GrowthVatSpeedFactor
1850
  • defName: WorkSpeedGlobalOffsetMech
  • label: 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
  • Show On Mechanoids: false
  • Show On Animals: false
- 5000
  • defName: ContainmentStrength
  • label: containment strength

offsetLabel: containment offset

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. Containment
  • Worker Class: StatWorker_ContainmentStrength
  • Show On Default Value: true
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatOne
- -
  • defName: MinimumContainmentStrength
  • label: 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. Containment
  • Worker Class: StatWorker_MinimumContainmentStrength
  • Overrides Hide Stats: true
  • Show On Default Value: false
  • Default Base Value: 0%
  • To String Style: FloatOne
- 9999
  • defName: ColdContainmentBonus
  • label: cold containment bonus
This entity is less likely to escape if kept in a very cold room. Containment
  • Worker Class: StatWorker_ColdContainmentBonus
  • Overrides Hide Stats: true
  • Default Base Value: 0%
  • To String Style: PercentZero
- -
  • defName: EntityStudyRate
  • label: entity study rate
The rate at which this person generates knowledge from studying unnatural entities. -
  • Show On Default Value: false
  • Min Value: 0.1%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Scenario Randomizable: true
- 211
  • defName: StudyEfficiency
  • label: study efficiency
A multiplier on how much knowledge a person gets when studying unnatural entities. Pawn-Work
  • Default Base Value: 100%
  • Show On Default Value: false
  • To String Style: PercentZero
  • Min Value: 0.1%
  • Show On Animals: false
  • Show On Mechanoids: false
  • Show Developmental Stage Filter: Child, Adult
- 210
  • defName: ActivitySuppressionRate
  • label: 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. Pawn-Work
  • Default Base Value: 6.5%
  • 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
  • Skill Need Offsets:
    • SkillNeed_BaseBonus:
      • Skill: Intellectual
      • Base Value: -1.5%
      • Bonus Per Level: +0.75%
      • Required: false
    • SkillNeed_BaseBonus:
      • Skill: Social
      • Base Value: -1.5%
      • Bonus Per Level: +0.75%
      • Required: false
209
  • defName: PsychicRitualQuality
  • label: psychic ritual quality
How much nearby buildings improve quality of psychic rituals performed here. Psychic-Rituals
  • Show On Default Value: false
  • Default Base Value: 0%
  • To String Style: PercentZero
- -
  • defName: PsychicRitualQualityOffset
  • label: 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. Psychic-Rituals
  • 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