Stat/Core Basics General

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Max Hit Points" 
|
* Def Name:MaxHitPoints
* Label:max hit points
| The maximum hit points of an object.This represents how much damage it can take before being destroyed.
|
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:
|
* Default Base Value: 100% 
* Min Value: 
* Round Value: 
* To String Style: Integer
* Round To Five Over: 200
* Show Non Abstract: 
* Scenario Randomizable: 
* Show On Pawns: 
| -
| 99997
|- id="Mass" 
|
* Def Name:Mass
* Label:mass
| The physical mass of an object.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: FloatTwoOrThree
* Format String: {0} kg
* Minified Thing Inherits: 
* Show On Unhaulables: 
|
* Parts:
** StatPart_BodySize
** StatPart_NaturalNotMissingBodyPartsCoverage
** StatPart_GearAndInventoryMass
** StatPart_UnfinishedThingIngredientsMass
** StatPart_AddedBodyPartsMass
| 1500
|- id="Market Value" 
|
* Def Name:MarketValue
* Label:market value
| The market value of an object.The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
|
* Display Order:1
* Def Name:BasicsImportant
* Label:Basics
* Display All By Default:
|
* Worker Class: StatWorker_MarketValue
* Min Value: 
* To String Style: Money
* Round To Five Over: 200
* Minified Thing Inherits: 
* Show On Untradeables: 
* Scenario Randomizable: 
|
StatParts:
* StatPart_Quality:
** Factor Awful: 
** Factor Poor: 
** Factor Normal: 
** Factor Good: 
** Max Gain Good: 
** Factor Excellent: 
** Max Gain Excellent: 
** Factor Masterwork: 
** Max Gain Masterwork: 
** Factor Legendary: 
** Max Gain Legendary: 
* StatPart_WornByCorpse
* StatPart_IsCorpseFresh
* StatPart_WeaponTraitsMarketValueOffset
* StatPart_Biocoded
* StatPart_ReloadMarketValue
* StatPart_Genes
* Parts:
** StatPart_Health:
*** Curve:
**** Points:
***** (0.0, 0.0)
***** (0.5, 0.1)
***** (0.6, 0.5)
***** (0.9, 1.0)
** StatPart_Age:
*** Use Biological Years: 
*** Humanlike Only: 
*** Curve:
**** Points:
***** (3,0.5)
***** (13,0.9)
***** (18,1)
| 2510
|- id="Market Value Ignoring Hitpoints" 
|
* Def Name:MarketValueIgnoreHp
* Label:market value ignoring hitpoints
| -
|
* Display Order:1
* Def Name:BasicsImportant
* Label:Basics
* Display All By Default:
|
* Worker Class: StatWorker_MarketValue
* Min Value: 
* To String Style: Money
* Round To Five Over: 200
* Minified Thing Inherits: 
* Show On Untradeables: 
* Scenario Randomizable: 
* Always Hide: 
|
StatParts:
* StatPart_Quality:
** Factor Awful: 
** Factor Poor: 
** Factor Normal: 
** Factor Good: 
** Max Gain Good: 
** Factor Excellent: 
** Max Gain Excellent: 
** Factor Masterwork: 
** Max Gain Masterwork: 
** Factor Legendary: 
** Max Gain Legendary: 
* StatPart_WornByCorpse
* StatPart_IsCorpseFresh
* StatPart_WeaponTraitsMarketValueOffset
* StatPart_Biocoded
* StatPart_ReloadMarketValue
* StatPart_Genes
| 2510
|- id="Sell Price Multiplier" 
|
* Def Name:SellPriceFactor
* Label:sell price multiplier
| A multiplier on the price at which you can sell items.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Show If Undefined: 
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show On Untradeables: 
| -
| 2509
|- id="Honor Value" 
|
* Def Name:RoyalFavorValue
* Label:honor value
| The amount of honor your trader will earn for giving this to a tribute collector.
|
* Display Order:1
* Def Name:BasicsImportant
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: FloatMaxThree
* Show If Undefined: 
* Show If Mods Loaded:
** Royalty 
| -
| 2508
|- id="Flammability" 
|
* Def Name:Flammability
* Label:flammability
| How easily an object catches fire and how quickly a fire will grow as it burns.
|
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Max Value: 2
* To String Style: PercentZero
* Scenario Randomizable: 
* Minified Thing Inherits: 
| -
| 3000
|- id="Work To Make" 
|
* Def Name:WorkToMake
* Label:work to make
| The base amount of work it takes to make an item, once all materials are gathered.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: WorkAmount
* Round To Five Over: 300
* Show If Undefined: 
* Scenario Randomizable: 
| -
| 3100
|- id="Deterioration Rate" 
|
* 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: 
* Min Value: 
* 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
|- id="Beauty" 
|
* Def Name:Beauty
* Label:beauty
| How enjoyable an object is to look at.Beautiful objects fulfill characters' need for beauty.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Round Value: 
* To String Style: Integer
* Round To Five Over: 100
* Apply Factors If Negative: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_ContentsBeauty
| 3000
|- id="Outdoor Beauty" 
|
* Def Name:BeautyOutdoors
* Label:outdoor beauty
| How enjoyable something is to look at if it's outside.Beautiful objects fulfill peoples' need for beauty.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Round Value: 
* To String Style: Integer
* Round To Five Over: 100
* Apply Factors If Negative: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_ContentsBeauty
| 3000
|- id="Cleanliness" 
|
* Def Name:Cleanliness
* Label:cleanliness
| How much an object contributes to an area's cleanliness score.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Max Value: 1000
* Min Value: 
* Hide At Value: 
* To String Style: FloatOne
* Apply Factors If Negative: 
| -
| 3000
|- id="Comfort" 
|
* Def Name:Comfort
* Label:comfort
| How comfortable an object is to sit or lay on.Using comfortable objects fulfills a character's need for comfort.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Show If Undefined: 
* Default Base Value: 
* Max Value: 1000
* Min Value: 
* To String Style: FloatTwo
* Apply Factors If Negative: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
| 3000
|- id="Nutrition" 
|
* Def Name:Nutrition
* Label:nutrition
| How nutritious this food is.
|
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Show If Undefined: 
* To String Style: FloatTwo
|
* Parts:
** StatPart_BodySize
** StatPart_NaturalNotMissingBodyPartsCoverage
** StatPart_PlantGrowthNutritionFactor
** StatPart_IsFlesh
** StatPart_IsCorpseFresh
| 3000
|- id="Food Poison Chance" 
|
* Def Name:FoodPoisonChanceFixedHuman
* Label:food poison chance
* Label For Full Stat List:food poison chance (food stat)
| The chance this food will cause food poisoning.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* To String Style: PercentZero
|
* Parts:
** StatPart_MaxChanceIfRotting
| 4000
|- id="Shooting Accuracy" 
|
* Def Name:ShootingAccuracyTurret
* Label:shooting accuracy
* Label For Full Stat List:shooting accuracy (turrets)
| 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.
|
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:
|
* Worker Class: StatWorker_ShootingAccuracy
* Default Base Value: 
* To String Style: PercentOne
* To String Style Unfinalized: FloatOne
* Show If Undefined: 
| -
| 4000
|}