Stat/Core Building Special

From RimWorld Wiki
Revision as of 18:40, 4 September 2024 by JuliaCat (talk | contribs) (Core Stats_Building_Special)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Stat

Def Name
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Paramaters
Display
Priority
In
Category
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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
  • Def Name:
    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