Move Speed

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Move Speed is a stat: Speed of movement in cells per second. Its minimum allowed value is 0.15 c/s. Its default value is 3 c/s. A default Human has a base movement speed of 4.6 c/s.

Factors[edit]

Offsets[edit]

First of all the following offsets are applied to the Move Speed Base value.

Factors[edit]

The following factors are applied after the Offsets.

  • Moving capacity: 100% importance, no allowed defect. No Max (effectively 428%).
  • Glucosoid pump:Content added by the Biotech DLC Creates Glucosoid Rush effect, +12% per Glucosoid pump. Maximum four, for x148%. Requires ability to Deathrest.
  • Genes:Content added by the Biotech DLC These genes create offsets on Move Speed under certain conditions.
    • Mild UV sensitivity:Content added by the Biotech DLC ×90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
    • Intense UV sensitivity:Content added by the Biotech DLC ×80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
    • Pollution stimulus:Content added by the Biotech DLC Scales with time spent on polluted tiles, maximum of ×120%.
  • Age: Children have offsets on their movespeed, determined by age.
Age 0-2 3-9 9-13 13-18 >18
Speed Factor ×0.2[1] ×0.75 ×0.85 ×0.95 x1
  1. As defined in the game defs, however in practice not applicable due to babies being unable to move.

External factors[edit]

Weather[edit]

  • Rain and Foggy rain: ×90%
  • Rainy thunderstorm and Hard snow: ×80%

Path cost[edit]

Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:

move speed factor = 1 / (1 + path cost * 0.077)

For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).[Fact check] Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.

Below is a selection of some common values. Minified things have a path cost of 14.

Path cost Move speed factor Examples (random)
0 100% Wall lampBonsai tree Content added by the Ideology DLCPen markerSmooth stoneHolding spot Content added by the Anomaly DLCWall torch lampColumn
1 93% Straw mattingBurned floorRough-hewn stone
2 87% Gray surface Content added by the Anomaly DLCSoilFlesh Content added by the Anomaly DLCRough stone
3 81% Lichen-covered soil
4 76%
8 62%
10 56% Egg box
12 52%
14 48% Animal bedSynthreadBirdskinCarnivore lavish mealChopped stumpFine mealSheep woolWolfskinIncendiary shellThrumbofur... further results
20 39% Slab bed Content added by the Ideology DLCLarge chemfuel tank Content added by the Odyssey DLCPilot subpersona core Content added by the Odyssey DLCGrav engine Content added by the Odyssey DLCSlab double bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Kneel pillow Content added by the Ideology DLCKneel sheet Content added by the Ideology DLCPew Content added by the Ideology DLC
30 30% BushEnd tableBerry bushMech pylon Content added by the Odyssey DLCCount-down activator Content added by the Royalty DLCAgaveBryoluxNight rafflesia Content added by the Odyssey DLCHolding platform Content added by the Anomaly DLCClivia... further results
42 24% Rusted double bed Content added by the Odyssey DLCWastepack atomizer Content added by the Biotech DLCPoker tableSarcophagusBarricadeMech booster Content added by the Biotech DLCTable (2x2)Spelopede cocoon Content added by the Biotech DLCChokevineGauranlen tree Content added by the Ideology DLC... further results
50 21% Ancient exostrider cannon Content added by the Biotech DLCAncient toxifier generator Content added by the Biotech DLCAncient barrelAncient large crate Content added by the Ideology DLCRelay stabilizer Content added by the Odyssey DLCMini-turretElectric smelterElectric smithyStyling station Content added by the Ideology DLCAncient mech gestator Content added by the Biotech DLC... further results
60 18% Ancient fence
80 14% Fence

You can see the path cost of every thing here.

Flooring and terrain[edit]

For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.

  • Floor Move Speed Factor
    Burned floor 0.93
    Flesh Content added by the Anomaly DLC 0.87
    Fungal gravel Content added by the Ideology DLC 0.87
    Gray surface Content added by the Anomaly DLC 0.87
    Rough stone 0.87
    Rough-hewn stone 0.93
    Straw matting 0.93
    • Other terrain
      • Chest-deep moving water: ×24%
      • Marsh, Shallow ocean water, Shallow water and Shallow moving water: ×30%
      • Marshy soil, Mud, Soft sand and Ice: ×48%
      • Sand: ×76%
      • Lichen-covered soil: ×81%
      • Soil, Stony soil, Rich soil: ×87%
    • Snow
      • Thin: ×76%
      • Medium: ×62%
      • Thick: ×52%

    Example[edit]

    Moving speed of a particular pawn can be calculated using the following formula:

    Move speed = (Base value + Offsets) × Factors × External factors
    

    Let us calculate how fast a human could possibly go. It would have the following values:

    Move speed = (4.6 c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = 72.36 c/s
    
    1. Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With Biotech (DLC)Content added by the Biotech DLC, it is possible to gain Genes that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart.

    Notes[edit]

    Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 archotech legs would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 archotech legs would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.

    Stat Def Data[edit]

    Def Name
    Label
    Label For Full Stat List
    Offset Label
    Attributes
    Description Category Parameters Complex
    Parameters
    Display
    Priority
    In
    Category
    • Def Name:
      MoveSpeed
    • Label:
      move speed
    Speed of movement in cells per second.
    • Display Order:
      11
    • Def Name:
      BasicsPawn
    • Label:
      Basics
    • Display All By Default:
      false
    • Default Base Value: 3.0
    • Min Value: 0.15
    • 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

    Slowing down attackers[edit]

    Different constructions and items that can be placed in a corridor to slow down attackers.

    Structures can be built to slow down the movement speed of attackers, for example before a killbox.

    One of the most commonly used techniques involves placing items or structures alternately with empty squares, as it is not the items or structures themselves that slow the pieces down, but climbing on and off them.

    Here is a table of the configurations shown in the thumbnail video, along with other similar objects or structures (the time corresponds to crossing 41 tiles, move speed factor is approximate):

    Time
    (s)
    Move
    speed
    factor
    Corridor contents
    (not exhaustive)
    10 100% Most floors (concrete, tiles, smooth stone, etc.), plant pots, power switches, pen markers, columns.
    15 66% Spaced items stacks (any item, such as stone blocks, wood, etc.), standing lamps, animal sleeping boxes, animal beds, corpses (fresh, rotten, human, animal, mechanoid, etc.), ship landing beacons.
    20 50% Spaced stools, chairs, armchairs, firefoam poppers, moisture pumps.
    24 42% Spaced barricades, sandbags, chunks (stone & steel), braziers.
    27 37% Spaced small shelves, deep drills.
    29 34% Alternating chunks and items/corpses.
    37 27% Spaced fences.
    42 24% Alternating fences and items/corpses.
    Notes
    • Only 1×1 constructions have been tested here.
    • It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones), how big it is (an elephant's corpse is just as quick to get past as a rat's, one item is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).
    • Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.
    • Items and constructions available in the DLCs have not been tested.

    Analysis[edit]

    The best to slow down attackers seems to be alternating fences and items/corpses, but this is not very practical, as destroyed fences need to be rebuilt, items can get destroyed, animal corpses are a waste of food/leather, and human corpses will give the -4 'Observed corpse' or -6 'Observed rotting corpse' moodlet to colonists passing near (unless they have the Psychopath or Cannibal trait for the first one, or the Bloodlust trait for both), while not really affecting attackers' mood.

    If you have many resources and efficient builders, spaced fences is probably the best solution, making attackers 3.7 times slower, and providing them only 25% cover.

    Alternating chunks stored in 1×1 stockpiles (so destroyed ones are easily replaced), are cheap and easy to replace, still making attackers 2.4 times slower, although giving them 50% cover.

    Note that in earlier versions of the game (at least until version 1.5.4243), rows of doors containing alternating items/corpses were slowing attackers the most, but this exploit has been fixed (see the old version of the example video).

    Version history[edit]