Deterioration Rate

== Base Values ==
Click to 
Thing	Deterioration Rate Base
== Factors ==
The following factors are applied to base deterioration rate in order of appearance. Genepacks exclusively do not deteriorate from environmental effects, which is likely to account for their constant deterioration rate when outside of gene banks .
=== Quality ===
For items that have quality:
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
* Quality multiplier: x200%
* Quality multiplier: x150%
* Quality multiplier: x100%
* Quality multiplier: x80%
* Quality multiplier: x60%
* Quality multiplier: x30%
* Quality multiplier: x10%
=== Environmental Effects ===
* Deteriorate From Environmental Effects:
** Genepack : 
* Unroofed Factor Offset: 
* Outdoors Factor Offset: 
* Extra Deterioration Factor (Terrain):
** Water: 
* Rain Rate: ×100% ~ 
* Prevent Deterioration On Top (Buildings):
** Shelf: 
** Small shelf: 
** Bookcase: 
** Small bookcase: 
** Protected By Edifice Factor: 
* Unroofed: +50%
* Outdoors: +50%
* Deep water: +300%
* Deep ocean water: +300%
* Chest-deep moving water: +300%
* Shallow water: +300%
* Shallow ocean water: +300%
* Shallow moving water: +300%
* Marsh: +300%
* Raining: x100% ~ x500%
* Protected: x0%
=== Pollution ===
Applies to items that deteriorate from environmental effects within polluted cells.
Multiplier for pollution: x150%
=== Noxious Haze ===
Applies to unroofed items that deteriorate from environmental effects when the Acidic smog game condition is active and when toxic fallout is not, which suppresses its effects. This means that deterioration rate can only be affected by one or the other at a time, not both.
Multiplier for acidic smog: x300%
=== Toxic Fallout ===
Applies to unroofed items that deteriorate from environmental effects when the Toxic fallout game condition is active.
Multiplier for toxic fallout: x300%
=== Near Harbinger Tree ===
Applies to items being consumed by a harbinger tree.
Multiplier for harbinger tree: x200%
=== Shambler Corpse ===
Applies to corpses with the shambler corpse hediff.
Multiplier for shambler corpse: x500%
== Calculating Deterioration Rate ==
All of these factors combined result in:
Final Deterioration Rate = (Base Deterioration Rate + Unroofed + Outdoors + In Water) × Rain Rate × Protected × exposed to Pollution × exposed to Acidic smog or Toxic fallout × being consumed by a Harbinger tree × is a Shambler corpse
Which results in an effective maximum of:
Final Deterioration Rate = (Base Deterioration Rate + 0.5 + 0.5 + 3) × 5 × 1.5 × 3 × 2 × 5
Final Deterioration Rate = (Base Deterioration Rate + 4) × 225
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:DeteriorationRate
* Label: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.	
* Display Order: 12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Show If Undefined: 
* Default Base Value: 0
* Min Value: 0
* To String Style: FloatTwo
* Format String:"{0} / day"
* Scenario Randomizable:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_EnvironmentalEffects:
*** Factor Offset Unroofed: 
*** Factor Offset Outdoors: 
*** Protected By Edifice Factor: 
** StatPart_Pollution:
*** Multiplier: 
** StatPart_NoxiousHaze:
*** Multiplier: 
** StatPart_ToxicFallout:
*** Multiplier: 
** StatPart_NearHarbingerTree:
*** Multiplier: 
** StatPart_ShamblerCorpse:
*** Multiplier:	2500
== Version history ==