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Rimworld traits def
Rimworld traits def




rimworld traits def

The chance that this person will succeed in constructing something. This is separate from the ability to carry cargo on long cross-world trips. The amount of stuff this creature can carry in its hands, mouth, or other manipulators. Speed at which this person butchers flesh creatures. The actual amount is also related to the creature's size. The amount of meat produced when butchering flesh creatures. Multiplier on the length of time a pawn will take to complete biosculpter cycles. How physically attractive this person is. How enjoyable an object is to be around and look at. This affects chance that this person will be able to arrest someone without resistance.īase quality of healing given to patients when acting as a doctor. How effective this person is in arresting people. The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

rimworld traits def

The protection given against temperature-related damage like burns. Armor against electric damage like EMP pulses. Was a property of textiles and an apparel stat, before B19. If the random number is greater than the armor rating, the armor has no effect.įor 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.Įach layer of armor is applied separately, from the outside in.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 under half the armor rating, the damage deflects harmlessly.The remaining armor rating is then compared against a random number from 0 to 100. Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The protection given against blunt damage like fists, club impacts and rock falls. Higher percentages reduce the chance of wasting the product. The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. The speed at which this person milks, shears, and otherwise gathers resources from animals. How long it takes to shoot after choosing a target. The chance of addiction per dose of a drug. 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.Ī 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.) Some stats are be static throughout the life of a pawn, such as race or flammability. Basic examples of stats include age, move speed and Melee DPS. Some stats are obsolete (like addictiveness).Ī stat or stats, short for statistic, are numerical values that provide information about the properties and behavior of a pawn or item. Reason: Needs lead in with basic description, summary of mechanics, difference from and relationship to Capacities etc. You can help RimWorld Wiki by expanding it. Suggest balance based on your experiences please.This article is a stub. Updated to 1.4 - added 2 traits for Biotechīalance on the biotech traits is a rough guess, as i haven't had much experience with biotech yet, unlike royalty and ideology.

rimworld traits def

Industrious +35% Global Work Speed -> +43.75% Global Work Speedįor stats that increase with skill level (think mining speed or plant work speed) these traits are more effective at higher levels and less effective at lower levels unlike regular traits that have the same effectiveness across all skill levelsĪs for balance, these traits are a bit rarer than 'tortured artist' or 'ascetic' dont expect to see any specific trait often, but expect about 1/10 pawns to have a synergistic traitįoraged Nutrition per Day (caravan): x150% Wake-up +50% Global Work Speed -> +62.5% Global Work Speed Not only is the pawns default Global Work Speed 125% but also any other Global Work Speed increasing items are 25% more effective. This is different from industrious which adds a flat increase of +35%. The trait 'Fast Hands' multiplies Global Work Speed by 125%. So stats are multiplied rather than flat increases. They 'synergize' more than other traits by making use of Stat Factors rather than Stat Offsets.

Rimworld traits def mod#

This mod adds 17 (vanilla), 2 (royalty), 2 (ideology), and 2 (biotech) traits that add synergy with stat improving drugs/traits/clothes/etc. **updated for biotech with 2 traits, currently working on more ideology traits and biotech traits **






Rimworld traits def