Stat/Core Basics Special

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Medical Potency" 
|
* Def Name:MedicalPotency
* Label: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.
|
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4000
|- id="Medical Tend Quality Maximum" 
|
* Def Name:MedicalQualityMax
* Label: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.
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* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4010
|- id="Construction Speed" 
|
* Def Name:ConstructionSpeedFactor
* Label:construction speed
* Label For Full Stat List:construction speed (material factor)
| 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.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value: 
| -
| 2500
|- id="Meditation Psyfocus Bonus" 
|
* Def Name:MeditationFocusStrength
* Label: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.
|
* Display Order:13
* Def Name:Meditation
* Label:Meditation
* Display All By Default:
|
* Format String: {0} / day
* Format String Unfinalized: {0} / day
* To String Style: PercentZero
* Show If Mods Loaded Any: Royalty
* Worker Class: StatWorker_PossibleCompOffsets
* Default Base Value: 
* Min Value: 
* Show If Undefined: 
* Show Zero Base Value: 
| -
| 4010
|- id="Psychic Sensitivity Offset" 
|
* Def Name:PsychicSensitivityOffset
* Label:psychic sensitivity offset
| An offset applied to the user's psychic sensitivity.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns: 
* Cacheable: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
*** apply To Negative Values: 
| 3500
|- id="Psychic Sensitivity Factor" 
|
* Def Name:PsychicSensitivityFactor
* Label:psychic sensitivity factor
| A factor applied to the user's psychic sensitivity.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns: 
| -
| 3500
|- id="Neural Heat Limit Offset" 
|
* Def Name:PsychicEntropyMaxOffset
* Label:neural heat limit offset
| An offset applied to the user's neural heat limit.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* Hide At Value: 
* To String Style: FloatOne
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns: 
|
* Show If Mods Loaded:
** Royalty 
* Show If Mods Loaded Any:
** Royalty 
** Biotech 
| 3525
|- id="Neural Heat Recovery Rate Offset" 
|
* Def Name:PsychicEntropyRecoveryRateOffset
* Label:neural heat recovery rate offset
| An offset applied to the user's neural heat recovery rate.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
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* Default Base Value: 
* Hide At Value: 
* Format String: {0}/s
* To String Style: FloatTwo
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns: 
|
* Show If Mods Loaded Any:
** Royalty 
** Biotech 
| 3550
|- id="Filth Multiplier" 
|
* Def Name:FilthMultiplier
* Label: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.
|
* Display Order:13
* Def Name:Terrain
* Label:terrain
* Display All By Default:
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* Default Base Value: 
* Min Value: 
* Show On Pawns: 
* To String Style: PercentZero
| -
| -
|- id="Cleaning Time Multiplier" 
|
* Def Name:CleaningTimeFactor
* Label:cleaning time multiplier
| A multiplier on how long it takes to clean filth from this surface.
|
* Display Order:13
* Def Name:Terrain
* Label:terrain
* Display All By Default:
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* Default Base Value: 
* Min Value: 
* Show On Pawns: 
* To String Style: PercentZero
| -
| -
|}