Move Speed
Move Speed is a stat: Speed of movement in cells per second (c/s). A default Human has a base movement speed of 4.6 c/s.
Factors[edit]
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Offsets[edit]
First of all the following offsets are applied to the Move Speed Base value.
- Traits
- Jogger: +0.4 c/s
- Fast walker: +0.2 c/s
- Slowpoke: −0.2 c/s
- Gear
- Minigun: −0.25 c/s
- Plate armor: −0.8 c/s
- Flak vest: −0.12 c/s
- Flak pants: −0.12 c/s
- Flak jacket: −0.12 c/s
- Marine armor: −0.4 c/s
- Burka : −0.4 c/s
- Grenadier armor : −0.4 c/s
- Prestige marine armor : −0.4 c/s
- Cataphract armor : −0.8 c/s
- Phoenix armor : −0.8 c/s
- Prestige cataphract armor : −0.8 c/s
- Genes
- Very fast runner : +0.4 c/s
- Fast runner : +0.2 c/s
- Slow runner : −0.2 c/s
- Naked speed :
- Unclothed: +0.1 c/s
- Clothed: −0.2 c/s
Factors[edit]
The following factors are applied after the Offsets.
- Moving capacity: 100% importance, no allowed defect. No Max (effectively 311%).
- Go frenzy (inspiration): ×140%
- Light: scaling linearly from ×80% at 0% light to ×100% at 30% light. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
Externel factors[edit]
Weather[edit]
- Rain and Foggy rain: ×90%
- Rainy thunderstorm and Hard snow: ×80%
Path cost[edit]
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).[Fact check] Walking over an item on a workbench slows the pawn down again, items on shelfs 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 | 100% | Bonsai tree , Column, Pen marker |
1 | 93% | Burned floor, Straw matting |
2 | 87% | |
3 | 81% | |
4 | 76% | |
8 | 62% | |
10 | 56% | Egg box |
12 | 52% | |
14 | 48% | Skilltrainer, Cotton plant, Pigskin, Standing lamp, Silver, Glowstool, Megasloth wool, Neutroamine, Muffalo wool, Pemmican... further results |
20 | 39% | Slab bed , Slab double bed |
24 | 35% | Blood torch |
25 | 34% | Kneel pillow , Pew , Kneel sheet |
30 | 30% | Reliquary , Giant rafflesia, Baby decoration , Clivia, Mech node , Mech drop beacon , Skullspike , Armchair, Hydroponics basin, Toy box ... further results |
42 | 24% | Teak tree, Mech booster , Ship cryptosleep casket, Royal bed, Sarcophagus, Table (1x2), Double bed, Maple tree, Saguaro cactus, Timbershroom ... further results |
50 | 21% | Ancient nav beacon , Ancient mechanoid shell , Fueled smithy, Shelf, Mech assembler , Ancient exostrider midsection , School desk , Ancient vending machine , Mini-turret, Autocannon turret... further results |
60 | 18% | Ancient fence |
80 | 14% | Fence |
You can see the path cost of every thing here.
Flooring and terrain[edit]
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.
Floor Move Speed Factor Burned floor 0.93 Fungal gravel 0.87 Rough stone 0.87 Rough-hewn stone 0.93 Straw matting 0.93
- 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[edit]
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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: 4.6 c/s
- Offsets:
- Jogger trait: +0.4 c/s
- Very fast runner gene : +0.4 c/s
- Naked speed gene unclothed : +0.1 c/s
- Factors:
- External factor: ×100%
Move speed = (4.6 c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s) × (4.23 × 1.4) × 1 = 32.57 c/s
- ↑ Be aware that it is not 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%. 0.042 Overdose Severity is lost every hour so you would need to wait 1 to 6-hours between drugs.
Notes[edit]
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.