Semantic search
Description | |
---|---|
Leather Amount | The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
Market Value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Mass | How heavy an object is to carry in a caravan or a transport pod. Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total. |
Max Hit Points | The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
Maximum Comfortable Temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
Meat Amount | The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
Mech Gestation Speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. |
Mech Repair Speed | A multiplier on how fast a mechanitor can repair mechanoids. |
Mechanoid Shredding Efficiency | The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
Mechanoid Shredding Speed | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | The speed at which the character performs medical operations. |
Medical Potency | How effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery. |
Medical Surgery Success Chance | The likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. |
Medical Tend Quality | The base quality of tending given when tending wounds and illnesses. Final Tend Quality: ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset. Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance. Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance. Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
Higher tend quality will speed the recovery from injury. |
Medical Tend Speed | Speed at which the character tends to wounds and illnesses. |
Melee Blunt Damage | Multiplier on melee damage with blunt attacks for items made of this material. |
Melee Cooldown | How long it takes to recover after striking with this as a melee weapon. |
Melee Damage | Damage done per hit in melee combat. |
Melee Damage Factor | |
Melee Dodge Chance | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Melee Hit Chance | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Melee Sharp Damage | Multiplier on melee damage with sharp attacks like cutting or stabbing for items made of this material. |
Mental Break Threshold | As long as someone's Mood is below this level, they are in danger of having a mental break. |
Minimum Comfortable Temperature | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
Minimum Handling Skill | This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
Mining Speed | A speed at which this person mines away walls. |
Mining Yield | The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
Mortar Miss Radius Multiplier | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
Move Speed | Speed of movement in cells per second (c/s). |
Negotiation Ability | How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
Nutrition | |
Pain Shock Threshold | The pain level at which this creature is downed from pain. |
Plant Harvest Yield | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
Plant Work Speed | Speed at which this person sows and harvests plants. |
Pruning Speed | A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here. |
Psychic Sensitivity | More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
Quality | An item's quality is how well-made it is. |
Ranged Cooldown | How long it takes to recover after firing this weapon. |
Ranged Cooldown Multiplier | A multiplier on the cooldown between bursts when using a ranged weapon |
Recreation | Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. |
Recruit Prisoner Chance | Base chance this person will recruit a prisoner. |
Repair Success Chance | The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
Research Speed | How fast this person performs research and how quickly they can find things using scanning equipment. |
Rest Effectiveness | How fast people sleeping on this gain rest. |
Rest Rate Multiplier | A multiplier on how quickly a creature rests while sleeping. |
Sculpting Speed | Speed at which this person sculpts. |
Sell Price Multiplier | A multiplier on the price at which you can sell items. |
Shield Max Energy | The maximum energy a personal shield can have at one time. More energy can absorb more damage. |
Shield Recharge Rate | The rate at which a shield gains energy as long as it is not broken. |
Shooting Accuracy | 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. |