Semantic search
Stat Name | Description |
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Fertility Min | |
Fertility Sensitivity | |
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. |
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. |
Finalize Equipped Stat Offset | |
Flammability | How easily an object catches fire and how quickly a fire will grow as it burns. |
Food Poison Chance | 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 |
Food Poison Chance (Food Stat) | The chance this food will cause food poisoning. |
For Information Only | |
Foraged Food Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. |
Format String | |
Format String Unfinalized | |
From DLC | |
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. |
Genetic Complexity Increase | When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once. |
Gestation Period Days | |
Gets Cold Containment Bonus | |
Global Certainty Loss Factor | A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. |
Global Learning Factor | A multiplier on the learning rate for all skills. |
Global Work Speed | A multiplier on someone's speed at doing any work. |
Goodwill Impact | How casting this ability on someone will impact relations with their faction. |
Grow Days | |
Growth Vat Occupant Speed | A multiplier on how quickly this person will grow when in a growth vat. |
Hacking Speed | How fast this person can hack into computer terminals. |
Harvest Product | |
Harvest Work | |
Harvest Yield | |
Harvest Yield | How many products something produces when harvested, like a tree or potato plant. |
Harvest Yield Per Day (100) | |
Harvest Yield Per Day (140) | |
Harvest Yield Per Day (280) | |
Harvest Yield Per Day (70) | |
Harvest Yield Per Work | |
Healing Speed | Speed at which the character heals wounds as a doctor. |
Hemogen Gain Multiplier | A multiplier on the amount of hemogen gained. |
Hide At Value | |
Hide In Classic Mode | |
Honor Value | The amount of honor your trader will earn for giving this to a tribute collector. |
Hunger | How hungry a person is, influences saturation. |
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. |
Ideoligion Spread Chance | A multiplier on the chance that this person will try to convert other people to their own ideoligion. |
Immunity Gain Speed | The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. |
Immunity Gain Speed Factor | Immunity gain speed is multiplied by this value. |
Immutable | |
Incoming Damage Multiplier | A multiplier on all incoming damage. |
Injury Healing Factor | The multiplier applied to a person's injury healing rate. |
Insulation - Cold | How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
Insulation - Cold (Material Factor) | How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. |
Insulation - Cold - Material Effect Multiplier | - |
Insulation - Heat | How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
Insulation - Heat (Material Factor) | How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. |
Insulation - Heat - Material Effect Multiplier | - |
Jump Range | The maximum jump distance. |
Knowledge Category | |
Label For Full Stat List | |
Learning Rate Factor | A multiplier on how quickly a child's learning need is fulfilled by learning activities. |
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. |
Leather Name | |
Leather Yield | |
Lifespan Days Per Grow Days | |
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. |
Market Value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Market Value Ignoring Hitpoints | |
Mass | The physical mass of an object. |
Mate Mtb Hours | |
Max Hit Points | The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
Max Install Count | How many times this can be installed. Each additional installation increases or upgrades the base effect. |
Max Nutrition | The amount of nutrition needed to completely fill this creature's stomach. |
Max Power Output | The maximum power that this generator can output in ideal conditions. |
Maximum Comfortable Temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
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. |
Meat Name | |
Meat Yield | |
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. |
Mech Control Groups | How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. |
Mech Gestation Speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. |
Mech Remote Repair Distance | How far away a mech can be during remote repair. |
Mech Remote Shield Distance | The maximum range at which a mechanitor can place a shield on a mechanoid. |
Mech Remote Shield Energy | The energy a remote shield will have when created by a mechanitor. |
Mech Repair Speed | A multiplier on how fast a mechanitor can repair mechanoids. |
Mech Work Speed Offset | A work speed offset applied to a mechanitor's mechs. |
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. |
Mechanoid Shredding Speed | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | The speed at which the character performs medical operations. |
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. |
Medical Surgery Success Chance | The likelihood that a colonist will succeed when attempting to perform a surgery. 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. |
Medical Tend Quality | The base quality of tending given when tending wounds and illnesses. Final Tend Quality: ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset. Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance. Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance. Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
Higher tend quality will speed the recovery from injury. |
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. |
Medical Tend Quality Offset | Medical tend quality is offset by this value. |
Medical Tend Speed | Speed at which the character tends to wounds and illnesses. |
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 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 Psyfocus Gain | The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
Melee Armor Penetration | Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
Melee Cooldown | A multiplier on attack delay for weapons made of this material. |
Melee Cooldown (Pawn) | A multiplier on the time this creature takes to recover after making a melee attack. |
Melee DPS | Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
Melee Damage | Damage done per hit in melee combat. |
Melee Damage Factor | A multiplier on the amount of melee damage inflicted by this person. |
Melee Damage Multiplier | A damage multiplier applied to melee combat. |
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. |