Move Speed

A default Human has a base movement speed of c/s.
== Factors ==
=== Offsets ===
First of all the following offsets are applied to the Move Speed Base value.
* Traits
** Jogger: 
** Fast walker: 
** Slowpoke: 
* Gear
** Minigun: 
** Plate armor: 
** Flak vest: 
** Flak pants: 
** Flak jacket: 
** Marine armor: 
** Grenadier armor: 
** Prestige marine armor: 
** Cataphract armor: 
** Phoenix armor: 
** Prestige cataphract armor: 
** Burka: 
* Artificial body parts
** Ghoul barbs: 
** Ghoul plating: 
** Metalblood heart: 
* Hediffs
** Juggernaut serum: 
** Frenzy inducer: 
*** Very Mild: No effect
*** Mild: 
*** Moderate: 
*** Extreme: 
** Ghoul frenzy: (available only for Ghouls)
* Genes 
** Very fast runner: 
** Fast runner: 
** Slow runner: 
** Naked speed: 
*** Unclothed: 
*** Clothed: 
=== Factors ===
The following factors are applied after the Offsets.
* Moving capacity: 100% importance, no allowed defect. No Max (effectively 428%).
* Glucosoid pump: Creates Glucosoid Rush effect, +12% per Glucosoid pump. Maximum four, for x148%. Requires ability to Deathrest.
* Genes: These genes create offsets on Move Speed under certain conditions.
** Mild UV sensitivity: when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
** Intense UV sensitivity: when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).
** Pollution stimulus: Scales with time spent on polluted tiles, maximum of .
* Age: Children have offsets on their movespeed, determined by age.
Age 	0-2 	3-9	9-13	13-18	>18
Speed Factor	As defined in the game defs, however in practice not applicable due to babies being unable to move.	 	 	 	x1
* Go frenzy (inspiration): 
* Light: scaling linearly from at 0% light to at 30% light. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
=== External factors ===
==== Weather ====
* Rain and Foggy rain: ×90%
* Rainy thunderstorm and Hard snow: ×80%
==== Path cost ====
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:
 move speed factor = 1 / (1 + path cost * 0.077)
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher). Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.
Below is a selection of some common values. Minified things have a path cost of 14.
Path cost	Move speed factor	Examples (random)
0 	 	
1 	 	
2 	 	
3 	 	
4 	 	
8 	 	
10 	 	
12 	 	
14 	 	
20 	 	
24 	 	
25 	 	
30 	 	
42 	 	
50 	 	
60 	 	
80 	 	
You can see the path cost of every thing .
===== Flooring and terrain =====
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.
* Flooring:
:
Floor	Move Speed Factor
* Other terrain
** Chest-deep moving water: ×24%
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: ×30%
** Marshy soil, Mud, Soft sand and Ice: ×48%
** Sand: ×76%
** Lichen-covered soil: ×81%
** Soil, Stony soil, Rich soil: ×87%
* Snow
** Thin: ×76%
** Medium: ×62%
** Thick: ×52%
== Example ==
right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s
Moving speed of a particular pawn can be calculated using the following formula:
 Move speed = (Base value + Offsets) × Factors × External factors
Let us calculate how fast a human could possibly go. It would have the following values:
* Base value: c/s
* Offsets:
** Jogger trait: 
** Very fast runner gene : 
** Naked speed gene unclothed : 
** Juggernaut serum: 
** Frenzy inducer: Variable, caps at 
* Factors:
** Moving capacity: × (see moving)Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With Biotech (DLC), it is possible to gain Genes that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. 
** Glucosoid pump: Creates Glucosoid Rush effect, +12% per Glucosoid pump. Maximum four, for x148%. Requires ability to Deathrest.
** Pollution stimulus: Maximum x120% when the pawn is on polluted tiles.
** Go frenzy inspiration: ×140%
* External factor: ×100%
 Move speed = ( c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = c/s
== Notes ==
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 archotech legs would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 archotech legs would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MoveSpeed
* Label:move speed 	Speed of movement in cells per second.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 3.0
* Min Value: 0.15
* To String Style: FloatTwo
* Format String: {0} c/s
* Scenario Randomizable:	
* Capacity Factors:
** Capacity: Moving
*** Weight: 
* Parts:
** StatPart_Glow:
*** Humanlike Only: 
*** Factor From Glow Curve:
**** Points:
***** (0,0.80)
***** (0.30,1.00)
*** Ignore If Incapable Of Sight: 
*** Ignore If Prefers Darkness: 
** StatPart_RevenantSpeed	2500
== Slowing down attackers ==
thumb|Different constructions and items that can be placed in a corridor to slow down attackers.
Structures can be built to reduce the speed of movement of attackers, for example before a killbox.
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.
However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):
Time(s)	Movespeedfactor	Corridor contents(not exhaustive)
10 	100% 	Most floors (concrete, tiles, smooth stone, etc.), plant pots, power switches, pen markers, columns.
15 	66% 	Spaced item stacks (any item, such as stone blocks, wood, etc.), standing lamps, animal sleeping boxes, animal beds, corpses (fresh, rotten, human, animal, mechanoid, etc.), ship landing beacons.
20 	50% 	Spaced stools, chairs, armchairs, firefoam poppers, moisture pumps.
24 	42% 	Spaced barricades, sandbags, chunks (stone & steel), braziers.
27 	37% 	Spaced small shelves, deep drills.
29 	34% 	Alternating chunks and items/corpses.
38 	26% 	Spaced fences.
40 	25% 	Row of doors held open (autodoors held open act the same).
41 	24% 	Row of doors held open containing chunks in a row.
54 	19% 	Row of doors held open containing spaced chunks.
59 	17% 	Row of doors held open with alternating chunks and items/corpses.
; Notes
* Only 1×1 constructions have been tested here.
* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).
* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.
* Items and constructions available in the DLCs have not been tested.
=== Analysis ===
The best solution seems to be to have a row of open doors with alternating chunks and corpses (1×1 stockpiles are an easy way to replace destroyed items and corpses).
The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the 'Observed rotting corpse ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are bloodlust; cannibals and psychopaths don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.
One drawback is that it is not possible to target a fire in a door with the Waterskip psycast, but on the other hand, heat spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).
In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.
== Version history ==