Stat
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs lead in with basic description, summary of mechanics, difference from and relationship to Capacities etc. |
A stat or stats, short for statistic, are numerical values that provide information about the properties and behavior of a pawn or item. Basic examples of stats include age, move speed and Melee DPS.
Some stats are be static throughout the life of a pawn, such as race or flammability. Other stats change constantly as the result of real-time mathematical equations involving the pawn's environment, skills, and capacities, such as Plant Harvest Yield or Hunting Stealth.
A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the inspect pane (right beneath the Health tab button for humans.)
Order of operations[edit]
Get Value[edit]
- If Minified Thing inherits stats and has Minified Thing
- If Minified Thing has Inner Thing: Get Value
- Value Unfinalized = Get Value Unfinalized
- Value Finalized = Finalize Value
- Get Value is complete
Unfinalized Value[edit]
Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.
- num = Stat Base Value
- For Pawn:
- If Pawn has Skills:
- If Pawn has Skill Need Offsets: Add each Skill Need Offset to num
- Else: Add No Skill Offset to num
- If Pawn has Capacity Offsets: Add each Capacity Offset to num
- If Pawn has Story:
- If Trait isn't suppressed: Add each Trait to num
- For every Hediff: Add each Hediff Offset based on Hediff Severity to num
- If Pawn has Ideoligion: Add each Precept Offset to num
- If Precept Conditional Affecter applies: Add each Precept Conditional Affecter Offset to num
- If Pawn has Ideoligion Role: Add each Ideoligion Role Effect Offset to num
- If Pawn has Genes: Add each Gene Offset to num
- If Gene Conditional Affecter applies: Add each Gene Conditional Affecter Offset to num
- Add each Age Related Offset to num
- If Pawn has Apparel: Add each Gear Offset from Worn Apparel to num
- If Pawn has Equipment (i.e. a weapon): Add Gear Offset from Primary Equipment to num
- If Pawn has Story:
- If Trait isn't suppressed: multiply num by each Trait Stat Multiplier
- For every Hediff: Multiply num by each Hediff Factor based on Hediff Severity
- If Pawn has Ideoligion: Multiply num by each Precept Factor
- If Precept Conditional Affecter applies: Multiply num by each Precept Conditional Affecter Factor
- If Pawn has Ideoligion Role: Multiply num by each Ideoligion Role Effect Factor
- If Pawn has Genes: Multiply num by each Gene Factor
- If Gene Conditional Affecter applies: Multiply num by each Gene Conditional Affecter Factor
- Multiply num by each Age Related Factor
- If Pawn has Skills:
- For Stuff
- If num > 0 or Apply Factors If Negative = true: Multiply num by Stuff Stat Factor
- If has Quality: Multiply num by Stuff Quality Factor
- Add Stuff Stat Offset to num
- If has Quality: Add Stuff Quality Offset to num
- For Abilities
- For Things
- If Thing has Comps:
- For each Comp: Add Comp Offset to num
- For each Comp: Multiply num by Comp Factor
- For each Stat Factor: Multiply num by Stat Factor
- If Pawn has Skills:
- If has Skill Need Factors: For each Skill Need Factor: Multiply num by Skill Need Factor
- Else: Multiply num by No Skill Factor
- If has Capacity Factors: For each Capacity Factor:
num = num + ( ( (num * Capacity Factor) - num) * (Pawn Capacity Factor Weight clamped from 0 to 1) )
- If Pawn is Inspired:
- Add Inspiration Offset to num
- Multiply num by Inspiration Factor
- If Thing has Comps:
- num is now unfinalized value
Finalized Value[edit]
- Stat Request req, val = num (from Get Unfinalized Value), Apply Post Process is a Boolean value
- If has Stat Parts: For each Part: Transform Value (req, val)
- If Apply Post Process = true and has Post Process Curve:
- val = Evaluate val
- If Apply Post Process = true, Post Process Stat Factors aren't null or empty, and req Has Thing:
- For each Post Process Stat Factor: Multiply val by Post Process Stat Factor
- If has Scenario: Multiply val by Scenario Stat Factor
- If Absolute Value of val > Round To Five Over:
- val = (Round (val / 5) ) * 5
- If Round Value = true:
- val = Round To Integer val
- If Apply Post Process = true:
- Finalize Value is complete
Should Show For[edit]
WIP
Is Disabled For[edit]
WIP
List of Stats By Category[edit]
Important[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Honor Value | RoyalFavorValue | honor value | The amount of honor your trader will earn for giving this to a tribute collector. |
Market Value Ignoring Hitpoints | MarketValueIgnoreHp | market value ignoring hitpoints | |
Market Value | MarketValue | market value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Pawn Important[edit]
Stat | Def Name | Label | Description |
---|
Non Pawn Important[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Nutrition (Stat) | Nutrition | nutrition | How nutritious this food is. |
Medical Potency | MedicalPotency | 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 Tend Quality Maximum | MedicalQualityMax | 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. |
Max Hit Points | MaxHitPoints | max hit points | The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
Basics[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Foraged Food Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. | ||
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. | ||
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. | ||
Outdoor Beauty | How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. | ||
Learning Rate Factor | A multiplier on how quickly a child's learning need is fulfilled by learning activities. | ||
Recreation Fall Rate | A multiplier on the speed that a person's recreation need falls. | ||
Pain Shock Threshold | The pain level at which this creature is downed from pain. | ||
Sell Price Multiplier | A multiplier on the price at which you can sell items. | ||
Sleep Fall Rate | A multiplier on the speed that a person's sleep need falls. | ||
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. | ||
Toxic Resistance | How well this creature resists toxic buildup. | ||
Rest Rate Multiplier | A multiplier on how quickly a creature rests while sleeping. | ||
Eating Speed | Multiplier on eating speed. | ||
Injury Healing Factor | The multiplier applied to a person's injury healing rate. | ||
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. | ||
Minimum Handling Skill | MinimumHandlingSkill | minimum handling skill | This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
Mass | Mass | mass | The physical mass of an object. |
Mental Break Threshold | MentalBreakThreshold | 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. |
Lifespan Factor | LifespanFactor | lifespan factor | Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. |
Maximum Comfortable Temperature | ComfyTemperatureMax | max comfortable temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
Minimum Comfortable Temperature | ComfyTemperatureMin | min comfortable temperature | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
Carrying Capacity | CarryingCapacity | 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. |
Crawl Speed | CrawlSpeed | crawl speed | Speed of crawling in cells per second. |
Move Speed | MoveSpeed | move speed | Speed of movement in cells per second. |
Construction Speed (Material Factor) | ConstructionSpeedFactor | construction speed | 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. |
Deterioration Rate | DeteriorationRate | 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. |
Max Nutrition | MaxNutrition | max nutrition | The amount of nutrition needed to completely fill this creature's stomach. |
Honor Value | RoyalFavorValue | honor value | The amount of honor your trader will earn for giving this to a tribute collector. |
Market Value Ignoring Hitpoints | MarketValueIgnoreHp | market value ignoring hitpoints | |
Market Value | MarketValue | market value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Nutrition (Stat) | Nutrition | nutrition | How nutritious this food is. |
Flammability | Flammability | flammability | How easily an object catches fire and how quickly a fire will grow as it burns. |
Beauty (Stat) | Beauty | beauty | How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
Cleanliness (Stat) | Cleanliness | cleanliness | How much an object contributes to an area's cleanliness score. |
Comfort (Stat) | Comfort | comfort | How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
Work To Make | WorkToMake | work to make | The base amount of work it takes to make an item, once all materials are gathered. |
Toxic Environment Resistance | ToxicEnvironmentResistance | toxic environment resistance | How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. |
Psychic Sensitivity | PsychicSensitivity | psychic sensitivity | More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
Psychic Sensitivity Factor | PsychicSensitivityFactor | psychic sensitivity factor | A factor applied to the user's psychic sensitivity. |
Global Learning Factor | GlobalLearningFactor | global learning factor | A multiplier on the learning rate for all skills. |
Animals Learning Factor | AnimalsLearningFactor | animals learning factor | A multiplier on the learning rate for animals skill. |
Neural Heat Limit | PsychicEntropyMax | neural heat limit | The maximum amount of neural heat individual can tolerate safely. |
Psychic Sensitivity Offset | PsychicSensitivityOffset | psychic sensitivity offset | An offset applied to the user's psychic sensitivity. |
Neural Heat Limit Offset | PsychicEntropyMaxOffset | neural heat limit offset | An offset applied to the user's neural heat limit. |
Neural Heat Recovery Rate Offset | PsychicEntropyRecoveryRateOffset | neural heat recovery rate offset | An offset applied to the user's neural heat recovery rate. |
Meat Amount | MeatAmount | meat amount | The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
Neural Heat Recovery Rate | PsychicEntropyRecoveryRate | neural heat recovery rate | The rate at which this person reduces neural heat. |
Shooting Accuracy (Turrets) | ShootingAccuracyTurret | shooting accuracy | 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. |
Medical Potency | MedicalPotency | 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. |
Food Poison Chance (Food Stat) | FoodPoisonChanceFixedHuman | food poison chance | The chance this food will cause food poisoning.... further results |
Pawn[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Foraged Food Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. | ||
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. | ||
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. | ||
Learning Rate Factor | A multiplier on how quickly a child's learning need is fulfilled by learning activities. | ||
Recreation Fall Rate | A multiplier on the speed that a person's recreation need falls. | ||
Pain Shock Threshold | The pain level at which this creature is downed from pain. | ||
Sleep Fall Rate | A multiplier on the speed that a person's sleep need falls. | ||
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. | ||
Toxic Resistance | How well this creature resists toxic buildup. | ||
Rest Rate Multiplier | A multiplier on how quickly a creature rests while sleeping. | ||
Eating Speed | Multiplier on eating speed. | ||
Injury Healing Factor | The multiplier applied to a person's injury healing rate. | ||
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. | ||
Minimum Handling Skill | MinimumHandlingSkill | minimum handling skill | This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
Mental Break Threshold | MentalBreakThreshold | 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. |
Lifespan Factor | LifespanFactor | lifespan factor | Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. |
Maximum Comfortable Temperature | ComfyTemperatureMax | max comfortable temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
Minimum Comfortable Temperature | ComfyTemperatureMin | min comfortable temperature | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
Carrying Capacity | CarryingCapacity | 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. |
Crawl Speed | CrawlSpeed | crawl speed | Speed of crawling in cells per second. |
Move Speed | MoveSpeed | move speed | Speed of movement in cells per second. |
Max Nutrition | MaxNutrition | max nutrition | The amount of nutrition needed to completely fill this creature's stomach. |
Toxic Environment Resistance | ToxicEnvironmentResistance | toxic environment resistance | How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. |
Global Learning Factor | GlobalLearningFactor | global learning factor | A multiplier on the learning rate for all skills. |
Animals Learning Factor | AnimalsLearningFactor | animals learning factor | A multiplier on the learning rate for animals skill. |
Neural Heat Limit | PsychicEntropyMax | neural heat limit | The maximum amount of neural heat individual can tolerate safely. |
Psychic Sensitivity | PsychicSensitivity | psychic sensitivity | More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
Meat Amount | MeatAmount | meat amount | The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
Neural Heat Recovery Rate | PsychicEntropyRecoveryRate | neural heat recovery rate | The rate at which this person reduces neural heat. |
Meditation Psyfocus Gain | MeditationFocusGain | meditation psyfocus gain | The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
Fertility | It 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. | ||
Hemogen Gain Multiplier | A multiplier on the amount of hemogen gained. | ||
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. | ||
Cancer Rate Factor | A multiplier on how likely this person is to develop cancer in any given time frame. | ||
Ideoligion Spread Chance | A multiplier on the chance that this person will try to convert other people to their own ideoligion. | ||
Global Certainty Loss Factor | A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. | ||
Neural Heat Gain (Factor) | PsychicEntropyGain | neural heat gain | A multiplier on neural heat gained from any source. |
Non Pawn[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Sell Price Multiplier | A multiplier on the price at which you can sell items. | ||
Outdoor Beauty | How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. | ||
Construction Speed (Material Factor) | ConstructionSpeedFactor | construction speed | 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. |
Deterioration Rate | DeteriorationRate | 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. |
Cleanliness (Stat) | Cleanliness | cleanliness | How much an object contributes to an area's cleanliness score. |
Comfort (Stat) | Comfort | comfort | How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
Beauty (Stat) | Beauty | beauty | How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
Work To Make | WorkToMake | work to make | The base amount of work it takes to make an item, once all materials are gathered. |
Food Poison Chance (Food Stat) | FoodPoisonChanceFixedHuman | food poison chance | The chance this food will cause food poisoning. |
Shooting Accuracy (Turrets) | ShootingAccuracyTurret | shooting accuracy | 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. |
Style Dominance | How much this object contributes to overall style dominance in an area. |
Animal Productivity[edit]
Terrain[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
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. | ||
Cleaning Time Multiplier | A multiplier on how long it takes to clean filth from this surface. |
Meditation[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Meditation Psyfocus Bonus | MeditationFocusStrength | meditation psyfocus bonus | The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
Meditation Plant Growth Offset | MeditationPlantGrowthOffset | meditation plant growth offset | An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby. |
Mechanoid[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
EMP Resistance | EMPResistance | EMP resistance | This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. |
Bandwidth Cost | How much bandwidth this mech consumes when under mechanitor control. | ||
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. | ||
Repair Energy Cost | The amount of energy that this mechanoid loses for every 100 damage repaired. | ||
Energy Usage Multiplier | MechEnergyUsageFactor | energy usage multiplier | A multiplier on how fast a mechanoid consumes its energy reserves while operating. |
Control Taking Time | ControlTakingTime | control taking time | How many seconds it will take for a mechanitor to take control of this mech. |
Apparel[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Armor - Material Effect Multiplier | StuffEffectMultiplierArmor | Armor - Material effect multiplier | - |
Insulation - Cold - Material Effect Multiplier | StuffEffectMultiplierInsulation_Cold | Insulation - Cold - Material effect multiplier | - |
Insulation - Heat - Material Effect Multiplier | StuffEffectMultiplierInsulation_Heat | Insulation - Heat - Material effect multiplier | - |
Equip Delay | EquipDelay | equip delay | The time it takes to equip and unequip this item. |
Pack Radius | PackRadius | Effect radius | The area affected when this pack detonates. |
Shield Recharge Rate | EnergyShieldRechargeRate | Shield recharge rate | The rate at which a shield gains energy as long as it is not broken. |
Shield Max Energy | EnergyShieldEnergyMax | Shield max energy | The maximum energy a shield can have at one time. More energy absorbs more damage. |
Insulation - Heat | Insulation_Heat | Insulation - Heat | How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
Insulation - Cold | Insulation_Cold | Insulation - Cold | How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
Armor - Heat | ArmorRating_Heat | Armor - Heat | 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.
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. |
Armor - Blunt | ArmorRating_Blunt | Armor - Blunt | 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.
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. |
Armor - Sharp | ArmorRating_Sharp | Armor - Sharp | 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.
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. |
Jump Range | JumpRange | Jump range | The maximum jump distance. |
Implant[edit]
Stat | Def Name | Label | Description |
---|
Drug[edit]
Stat | Def Name | Label | Description |
---|
Weapon[edit]
Stat | Def Name | Label | Description |
---|
Weapon (Ranged)[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Ranged Damage Multiplier | RangedWeapon_DamageMultiplier | damage multiplier | A damage multiplier applied to projectiles fired from this weapon. |
Ranged Cooldown | RangedWeapon_Cooldown | ranged cooldown | How long it takes to recover after firing this weapon. |
Accuracy (Long) | AccuracyLong | 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. |
Accuracy (Medium) | AccuracyMedium | 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. |
Accuracy (Short) | AccuracyShort | 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. |
Accuracy (Close) | AccuracyTouch | 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. |
Weapon (Melee)[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Melee Damage Multiplier | MeleeWeapon_DamageMultiplier | melee damage multiplier | A damage multiplier applied to melee combat. |
Building[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Rest Effectiveness | How fast people sleeping on this gain rest. | ||
Recreation Power | How effectively this item entertains people and fulfills the need for recreation. | ||
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. | ||
Work Efficiency Factor | Work efficiency is multiplied by this value. | ||
Work Speed Factor | Work speed is multiplied by this value. | ||
Door Opening Speed | The speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it. | ||
Trap Spring Chance | The likelihood that a trap will spring when an unaware creature passes over it. | ||
Property:Building Size Category | |||
Research Speed Factor | ResearchSpeedFactor | research speed factor | The speed at which people do research is multiplied by this value. |
Max Power Output | PowerPlantMaxPowerOuput | max power output | The maximum power that this generator can output in ideal conditions. |
Medical Tend Quality Offset | MedicalTendQualityOffset | medical tend quality offset | Medical tend quality is offset by this value. |
Work To Build | WorkToBuild | 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. |
Immunity Gain Speed Factor | ImmunityGainSpeedFactor | immunity gain speed factor | Immunity gain speed is multiplied by this value. |
Reading Bonus | RoomReadingBonus | reading bonus | Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase. |
Trap Melee Damage | TrapMeleeDamage | 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. |
Assembly Speed Factor | AssemblySpeedFactor | work speed factor | The speed at which people assemble genes here is multiplied by this value. |
Baby Play Power | BabyPlayGainFactor | baby play power | How effectively this object can be used to fulfill a baby's need for play. |
Birth Quality Offset | BirthRitualQualityOffset | birth quality offset | This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy. |
Genetic Complexity Increase | GeneticComplexityIncrease | genetic complexity increase | When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once. |
Biosculpter Pod Speed Factor | BiosculpterPodSpeedFactor | biosculpter pod speed factor | A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle. |
Ability[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Goodwill Impact | Ability_GoodwillImpact | goodwill impact | How casting this ability on someone will impact relations with their faction. |
Effect Radius | Ability_EffectRadius | effect radius | The radius of the area of effect of this ability. |
Duration | Ability_Duration | duration | How long the effects of this ability last. |
Range (Ability) | Ability_Range | range | The maximum distance to a target of this ability, or to the center of the target location. |
Psyfocus Cost | Ability_PsyfocusCost | psyfocus cost | How much psyfocus must be spent to perform this ability. |
Neural Heat Gain | Ability_EntropyGain | neural heat gain | How much neural heat will be added as a result of performing this ability. |
Casting Time | Ability_CastingTime | casting time | How long it takes to perform this ability. |
Psylink Level | Ability_RequiredPsylink | psylink level | The minimum psylink level required to use this ability. |
Equipped Stat Offsets[edit]
Stat | Def Name | Label | Description |
---|
Stuff Stat Factors[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Melee Cooldown | MeleeWeapon_CooldownMultiplier | melee cooldown | A multiplier on attack delay for weapons made of this material. |
Sharp Damage | SharpDamageMultiplier | sharp damage | A multiplier on damage from sharp-type attacks for weapons made of this material. |
Blunt Damage | BluntDamageMultiplier | blunt damage | A multiplier on damage from blunt-type attacks for weapons made of this material. |
Insulation - Heat (Material Factor) | StuffPower_Insulation_Heat | Insulation - Heat | How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. |
Insulation - Cold (Material Factor) | StuffPower_Insulation_Cold | Insulation - Cold | How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. |
Armor - Heat (Material Factor) | StuffPower_Armor_Heat | Armor - Heat | Armor against temperature-related damage like burns. |
Armor - Blunt (Material Factor) | StuffPower_Armor_Blunt | Armor - Blunt | Armor against blunt damage like club impacts, rock falls, and explosions. |
Armor - Sharp (Material Factor) | StuffPower_Armor_Sharp | Armor - Sharp | Armor against sharp damage like bullets, knife stabs, and animal bites. |
Stuff Stat Offsets[edit]
Stat | Def Name | Label | Description |
---|
Stuff Of Equipment Stat Factors[edit]
Stat | Def Name | Label | Description |
---|
Surgical[edit]
Stat | Def Name | Label | Description |
---|
Capacity Effects[edit]
Stat | Def Name | Label | Description |
---|
Mechanitor[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Subcore Encoding Speed | SubcoreEncodingSpeed | subcore encoding speed | A multiplier on how fast a mechanitor can create subcores. |
Mech Remote Shield Distance | MechRemoteShieldDistance | mech remote shield distance | The maximum range at which a mechanitor can place a shield on a mechanoid. |
Mech Repair Speed | MechRepairSpeed | mech repair speed | A multiplier on how fast a mechanitor can repair mechanoids. |
Mech Control Groups | MechControlGroups | mech control groups | How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. |
Mech Remote Repair Distance | MechRemoteRepairDistance | mech remote repair distance | How far away a mech can be during remote repair. |
Mech Bandwidth | MechBandwidth | 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 Gestation Speed | MechFormingSpeed | mech gestation speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. |
Mech Remote Shield Energy | MechRemoteShieldEnergy | mech remote shield energy | The energy a remote shield will have when created by a mechanitor. |
Mech Work Speed Offset | WorkSpeedGlobalOffsetMech | mech work speed offset | A work speed offset applied to a mechanitor's mechs. |
Drug Addiction[edit]
Stat | Def Name | Label | Description |
---|
Pawn Combat[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Melee Hit Chance | Chance to hit a target in melee. The target can still dodge even if we would've hit. | ||
Incoming Damage Multiplier | A multiplier on all incoming damage. | ||
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. | ||
Stagger Time Multiplier | A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. | ||
Mortar Miss Radius Multiplier | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. | ||
Melee Armor Penetration | Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. | ||
Melee DPS | Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. | ||
Aiming Time | How long it takes to shoot after choosing a target. | ||
Melee Damage Factor | A multiplier on the amount of melee damage inflicted by this person. | ||
Accuracy Factor (Long) | ShootingAccuracyFactor_Long | accuracy factor (long) | A multiplier on accuracy at a distance of 40 cells or more. |
Accuracy Factor (Medium) | ShootingAccuracyFactor_Medium | accuracy factor (medium) | A multiplier on accuracy at a distance of 25 cells. |
Pawn Trap Spring Chance | PawnTrapSpringChance | trap spring chance | Chance to spring a trap the character is unaware of. |
Accuracy Factor (Short) | ShootingAccuracyFactor_Short | accuracy factor (short) | A multiplier on accuracy at a distance of 12 cells. |
Accuracy Factor (Close) | ShootingAccuracyFactor_Touch | accuracy factor (close) | A multiplier on accuracy at a distance of 3 cells or less. |
Melee Cooldown (Pawn) | MeleeCooldownFactor | melee cooldown | A multiplier on the time this creature takes to recover after making a melee attack. |
Ranged Cooldown Multiplier | A multiplier on the cooldown between bursts when using a ranged weapon | ||
Shooting Accuracy Multiplier (Child) | ShootingAccuracyChildFactor | shooting accuracy multiplier | |
Melee Door Damage Factor | MeleeDoorDamageFactor | melee door damage factor | A special multiplier on the amount of melee damage inflicted on doors. |
Melee Hit Chance Outdoors Dark | MeleeHitChanceOutdoorsDarkOffset | melee hit chance outdoors dark | An offset on melee hit chance if the target is outdoors at night. |
Melee Dodge Chance Outdoors Day | MeleeDodgeChanceOutdoorsLitOffset | melee dodge chance outdoors day | An offset on melee dodge chance if the target is outdoors during the day. |
Shooting Accuracy Outdoors Dark | ShootingAccuracyOutdoorsDarkOffset | shooting accuracy outdoors dark | An offset on shooting accuracy if the target is outdoors at night. |
Melee Hit Chance Outdoors Lit | MeleeHitChanceOutdoorsLitOffset | melee hit chance outdoors lit | An offset on melee hit chance if the target is outdoors during the day. |
Melee Dodge Chance Indoors Dark | MeleeDodgeChanceIndoorsDarkOffset | melee dodge chance indoors dark | An offset on melee dodge chance if the target is indoors in the dark. |
Shooting Accuracy Outdoors Lit | ShootingAccuracyOutdoorsLitOffset | shooting accuracy outdoors lit | An offset on shooting accuracy if the target is outdoors during the day. |
Melee Hit Chance Indoors Dark | MeleeHitChanceIndoorsDarkOffset | melee hit chance indoors dark | An offset on melee hit chance if the target is indoors in the dark. |
Melee Dodge Chance Indoors Lit | MeleeDodgeChanceIndoorsLitOffset | melee dodge chance indoors lit | An offset on melee dodge chance if the target is indoors and lit. |
Shooting Accuracy Indoors Lit | ShootingAccuracyIndoorsLitOffset | shooting accuracy indoors lit | An offset on shooting accuracy if the target is indoors and lit. |
Melee Hit Chance Indoors Lit | MeleeHitChanceIndoorsLitOffset | melee hit chance indoors lit | An offset on melee hit chance if the target is indoors and lit. |
Shooting Accuracy Indoors Dark | ShootingAccuracyIndoorsDarkOffset | shooting accuracy indoors dark | An offset on shooting accuracy if the target is indoors in the dark. |
Melee Dodge Chance Outdoors Night | MeleeDodgeChanceOutdoorsDarkOffset | melee dodge chance outdoors night | An offset on melee dodge chance if the target is outdoors at night. |
Pawn Social[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
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. | ||
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. | ||
Bond Chance Factor | A multiplier on the chance to bond with an animal when interacting with it. | ||
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. | ||
Suppression Power | A multiplier on a warden's ability to suppress slaves. | ||
Drug Sell Price Improvement | When this person sells non-medical drugs, prices are improved by this percentage. | ||
Social Impact | A multiplier on how much other people are affected by this person's social interactions. | ||
Beauty (Pawn) | How physically attractive this person is. This affects social interactions. | ||
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. | ||
Trade Price Improvement | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. | ||
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. | ||
Animal Products Price Improvement | When this person sells meat, leather, or wool, prices are improved by this percentage. | ||
Slave Suppression Fall Rate | SlaveSuppressionFallRate | slave suppression fall rate | The rate at which slave suppression falls. |
Pawn Misc[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Growth Vat Occupant Speed | GrowthVatOccupantSpeed | growth vat occupant speed | A multiplier on how quickly this person will grow when in a growth vat. |
Biosculpter Occupant Speed | BiosculpterOccupantSpeed | biosculpter occupant speed | A multiplier on how quickly this person will complete a biosculpter pod cycle. |
Pawn Work[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Shooting Accuracy | 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. | ||
Butchery Speed | Speed at which this person butchers flesh creatures. | ||
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. | ||
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 Operation Speed | The speed at which the character performs medical operations. | ||
Deep Drilling Speed | A speed at which this person uses a deep drill to extract underground resources. | ||
Smelting Speed | The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. | ||
Construction Speed | Speed at which this person constructs and repairs buildings. | ||
Reading Speed | A multiplier on how fast this person can read. | ||
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. | ||
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. | ||
Mining Speed | A speed at which this person mines away walls. | ||
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. | ||
Smoothing Speed | A multiplier on the speed at which this person smooths rough stone floors and walls. | ||
Cooking Speed | The speed at which this person cooks meals. | ||
Cleaning Speed Multiplier | A multiplier on how fast this cleans up filth from the ground. | ||
Mechanoid Shredding Speed | The speed at which this person can shred a mechanoid for resources. | ||
Medical Tend Speed | Speed at which the character tends to wounds and illnesses. | ||
Plant Work Speed | Speed at which this person sows and harvests plants. | ||
Construct Success Chance | The chance that this person will succeed in constructing something. Failing means wasting time and resources. | ||
Animal Gather Speed | The speed at which this person milks, shears, and otherwise gathers resources from animals. | ||
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 | ||
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. | ||
Drug Synthesis Speed | How fast this character synthesizes complex chemical drugs. | ||
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. | ||
Research Speed | How fast this person performs research and how quickly they can find things using scanning equipment. | ||
Butchery Efficiency | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. | ||
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. | ||
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. | ||
Global Work Speed | A multiplier on someone's speed at doing any work. | ||
Drug Cooking Speed | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. | ||
Plant Harvest Yield | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. | ||
Entity Study Rate | The rate at which this person generates knowledge from studying unnatural entities. | ||
Study Efficiency | A multiplier on how much knowledge a person gets when studying unnatural entities. | ||
Activity Suppression Speed | ActivitySuppressionRate | activity suppression speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. |
Hacking Speed | How fast this person can hack into computer terminals. | ||
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. |
Genetics[edit]
Stat | Def Name | Label | Description |
---|
Psychic Ritual[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Psychic Ritual Quality Offset | PsychicRitualQualityOffset | psychic ritual quality offset | An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants. |
Psychic Ritual Quality | PsychicRitualQuality | psychic ritual quality | How much nearby buildings improve quality of psychic rituals performed here. |
Containment[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Property:Containment Strength | |||
Property:Requires Imprisonment | |||
Property:Containment Factor | |||
Property:Knowledge Category | |||
Property:Requires Holding Platform | |||
Cold Containment Bonus | ColdContainmentBonus | cold containment bonus | This entity is less likely to escape if kept in a very cold room. |
Property:Minimum Monolith Level For Study | |||
Property:Base Escape Interval Mtb Days | |||
Property:Anomaly Knowledge | |||
Property:Gets Cold Containment Bonus | |||
Property:Studiable Frequency Ticks | |||
Containment Strength | ContainmentStrength | containment strength | How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures. |
Property:Minimum Containment Strength | |||
Property:Bioferrite Density | |||
Minimum Containment Strength | MinimumContainmentStrength | min containment strength | The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. |
Serum[edit]
Stat | Def Name | Label | Description |
---|
Content Source[edit]
Stat | Def Name | Label | Description |
---|---|---|---|
Property:From DLC |