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== Summary ==
 
== Summary ==
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] applied to a susceptible item that is not placed in a safe place. Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] - they all lower the same HP total, so they all stack with each other.
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'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] applied to a susceptible item that is not placed in a safe place. An item is anything that can be [[hauling|hauled]] by a pawn, and susceptible items include [[clothing]], [[armor]], [[weapons]], and most [[resources]].
  
Susceptible items include [[clothing]], [[armor]], [[weapons]], and most [[resources]]. When an item's hit points reach 0, it is destroyed. Deterioration does not impact the protective stats of armor, weapon function or quality of item. See [[#Effects of deterioration]] for details.
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Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed.  
  
* When an item in [[Stockpile zone|storage]] is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> has deteriorated away in storage.''
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When an item in [[Stockpile zone|storage]] is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> has deteriorated away in storage.''
* When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> worn by <PAWN NAME> deteriorated away to nothing.''
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When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: ''<ITEM NAME> worn by <PAWN NAME> deteriorated away to nothing.''
  
 
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.
 
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.
  
 
=== Deterioration rate ===
 
=== Deterioration rate ===
An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day, while left either [[roof|unroofed]] or outdoors. For example, [[packaged survival meal]]s deteriorate at 0.25 HP/day, while [[rice]] deteriorates at 6 HP / day. This stat is listed in an item's information tab. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item (see [[Quality#General]] for details). If this stat is not listed or listed as '0.00/d', then the item will not deteriorate.
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{{Stub|section=1|reason= Exact mechanics and numbers}}
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The rate of deterioration is controlled by a number of factors. An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day while left outdoors. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate.
  
Deterioration rate is then multiplied by being in [[rain]] (x5) or being placed in [[Terrain|watery terrain]] (x3 on marsh or any water tile). Items placed indoors do not deteriorate. Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration. Equipped [[apparel]] - both [[clothing]] and [[armor]] - deteriorate when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.
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For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item... Read [[Quality#General]] for exact numbers.
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Other factors can increase this base rate. Being [[roof|unroofed]] in addition to being outdoors, [[weather|rain]], and being placed in [[Terrain|water]] all increase the deterioration rate.  
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Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration.
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Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.
  
 
=== Immunity to deterioration ===
 
=== Immunity to deterioration ===
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Immune items include:
 
Immune items include:
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* [[Buildings]]
 
* [[Metals]]  
 
* [[Metals]]  
 
* [[Stone]]
 
* [[Stone]]
* [[Persona core]]
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* [[AI persona core]]
 
* [[Artifact]]s
 
* [[Artifact]]s
 
* Minified [[furniture]] and [[buildings]]
 
* Minified [[furniture]] and [[buildings]]
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As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.   
 
As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.   
  
Items that do ''not'' decrease in market value with HP loss include:
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Items that do ''not'' decrease in market value with HP loss include:{{Check Tag|Is this an exhaustive list?}}:  
* [[Wood]] (and technically [[metals]] and [[jade]] have the healthAffectsPrice tag too, but they don't use HP so it's irrelevant)
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* Raw resources such as [[stone]], [[wood]], and [[metals]].
* [[Textiles]]
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* [[Textiles]].
* Raw plant matter such as [[hops]], [[psychoid leaves]] and [[smokeleaf leaves]]; and also including [[wort]]
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* Raw plant matter such as [[hops]], [[psychoid leaves]] and [[smokeleaf leaves]]; and also including [[wort]].
* Raw animal products such as [[milk]], [[insect jelly]], [[eggs]]
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* Raw animal products such as [[milk]], [[insect jelly]], [[eggs]].
* [[Meal]]s including [[pemmican]] and [[kibble]]
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* [[Meal]]s including [[pemmican]] and [[kibble]].
 
* [[Drug]]s  
 
* [[Drug]]s  
 
* [[Medicine]] (including [[neutroamine]])
 
* [[Medicine]] (including [[neutroamine]])
 
* [[Component]]s and [[Advanced component]]s
 
* [[Component]]s and [[Advanced component]]s
 
* [[Chemfuel]]
 
* [[Chemfuel]]
* [[Basic subcore]]s{{BiotechIcon}}, [[standard subcore]]s{{BiotechIcon}}, and [[high subcore]]s{{BiotechIcon}}
 
* [[Signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}}
 
* [[Genepack]]s{{BiotechIcon}} and [[xenogerm]]s{{BiotechIcon}}
 
  
 
If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.
 
If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.
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== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=Expansion needed}}
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{{stub|section=1}}
 
Building a storeroom is one of the first things that a colony should do, as the destruction of required resources and equipment only slows progress and creates more work. But the effects of deterioration can also be used to dispose of junk without having to spend resources or pawn time to do so. Hauling corpses to a [[stockpile zone]] in running water, outdoors and unroofed will fairly rapidly get rid of them with no more work.  
 
Building a storeroom is one of the first things that a colony should do, as the destruction of required resources and equipment only slows progress and creates more work. But the effects of deterioration can also be used to dispose of junk without having to spend resources or pawn time to do so. Hauling corpses to a [[stockpile zone]] in running water, outdoors and unroofed will fairly rapidly get rid of them with no more work.  
  
Additionally understanding what items need to be protected is also important. Many raw resources don't deteriorate and thus can be kept outside without fear, buildings can as well but have a greater risk of being stolen by raiders. As it takes resources and time to build enclose warehouses, having layers of storage areas is helpful.
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Additionally understanding what items need to be protected is also important. Many raw resources don't deteriorate and thus can be kept outside without fear, buildings can as well but have a greater risk of being stolen by raiders. As it takes resources and time to build enclose warehouses, having layers of storage areas is helpful.  
  
 
== Version history==
 
== Version history==
 
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.
 
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.
*  Beta 19/1.0 - Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
 
 
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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