Stat/Core Building Special

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Work To Build" 
|
* 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.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: WorkAmount
* Round To Five Over: 300
* Show If Undefined: 
* Scenario Randomizable: 
| -
| 3101
|- id="Door Opening Speed" 
|
* 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.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
| -
| 3102
|- id="Rest Effectiveness" 
|
* Def Name:BedRestEffectiveness
* Label:rest effectiveness
| How fast people sleeping on this gain rest.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Value If Missing: 0.8
* To String Style: PercentZero
* Show If Undefined: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
| 4000
|- id="Trap Melee Damage" 
|
* 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.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Worker Class: StatWorker_MeleeDamageAmountTrap
* Default Base Value: 
* Min Value: 
* To String Style: Integer
* Show If Undefined: 
| -
| 5001
|- id="Trap Spring Chance" 
|
* Def Name:TrapSpringChance
* Label:trap spring chance
| The likelihood that the trap will spring when an unaware creature passes over it.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 5000
|- id="Research Speed Factor" 
|
* Def Name:ResearchSpeedFactor
* Label:research speed factor
| The speed at which people do research is multiplied by this value.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
|
* Parts:
** StatPart_Outdoors:
*** Factor Indoors: 
*** Factor Outdoors: 
** StatPart_WorkTableTemperature
** StatPart_RoomStat:
*** Room Stat: ResearchSpeedFactor'''
*** Custom Label: Room cleanliness'''
** StatPart_RoomStat:
*** Room Stat: ReadingBonus'''
*** Custom Label: Reading bonus'''
| 1000
|- id="Medical Tend Quality Offset" 
|
* Def Name:MedicalTendQualityOffset
* Label:medical tend quality offset
| Medical tend quality is offset by this value.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value: 
| -
| 2000
|- id="Immunity Gain Speed Factor" 
|
* Def Name:ImmunityGainSpeedFactor
* Label:immunity gain speed factor
| Immunity gain speed is multiplied by this value.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value: 
| -
| 4000
|- id="Max Power Output" 
|
* Def Name:PowerPlantMaxPowerOuput
* Label:max power output
| The maximum power that this generator can output in ideal conditions.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Worker Class: StatWorker_MaxPowerOutput
* Default Base Value: 
* Min Value: 
* To String Style: Integer
* Show On Non Power Plants: 
| -
| 1000
|- id="Work Speed Factor" 
|
* Def Name:WorkTableWorkSpeedFactor
* Label:work speed factor
| Work speed is multiplied by this value.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show On Non Work Tables: 
|
* Parts:
** StatPart_WorkTableUnpowered
** StatPart_WorkTableTemperature
** StatPart_WorkTableOutdoors
| 3000
|- id="Work Efficiency Factor" 
|
* Def Name:WorkTableEfficiencyFactor
* Label:work efficiency factor
| Work efficiency is multiplied by this value.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show On Non Work Tables: 
* Hide At Value: 
| -
| 3000
|- id="Recreation Power" 
|
* Def Name:JoyGainFactor
* Label:recreation power
| How effectively this item entertains people and fulfills the need for recreation.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
| 4010
|- id="Surgery Success Chance Factor" 
|
* 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.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Worker Class: StatWorker_SurgerySuccessChanceFactor
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
|
* Parts:
** StatPart_RoomStat:
*** Room Stat: SurgerySuccessChanceCleanlinessFactor'''
*** Custom Label: Room cleanliness'''
** StatPart_Glow:
*** Factor From Glow Curve:
**** Points:
***** (0,0.75)
***** (0.50,1.00)
*** Ignore If Incapable Of Sight: 
*** Ignore If Prefers Darkness: 
** StatPart_Outdoors:
*** Factor Indoors: 
*** Factor Outdoors: 
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
| 4100
|- id="Reading Bonus" 
|
* 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.
|
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:
|
* Worker Class: StatWorker_RoomReadingBonus
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
|
* Parts:
** StatPart_RoomStat:
*** Room Stat: ReadingBonus'''
*** Custom Label: Reading bonus'''
| 4200
|}