Difference between revisions of "Deterioration"

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(Not true for packaged survival meal now)
(Temp save. Still sorting)
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{{Rewrite|reason=Outdated. Cleanup/formatting, full list of deterioration immune items and items that whose market value is not affected.}}
 
{{Rewrite|reason=Outdated. Cleanup/formatting, full list of deterioration immune items and items that whose market value is not affected.}}
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items (anything that can be hauled by a colonist) [[?|outdoors]], [[roof|unroofed]], [[marsh]], sea, [[shallow water]], swamp, water. When an item's hit points reach 0, it is destroyed.
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'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions.  
  
Deterioration is akin to an item taking damage from projectiles, explosions, or fire since they all affect the same hit points stat. Affected items include [[clothing]], [[armor]], [[weapons]], and most [[resources]]. Deterioration is applied to an item that is not placed in a safe place.
 
  
A [[shelf]] protects any item.
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(anything that can be hauled by a colonist) [[?|outdoors]], [[roof|unroofed]], [[marsh]], sea, [[shallow water]], swamp, water.
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 +
 
 +
== 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. An item is anything that can be [[hauling|hauled]] by a pawn, and susceptible items include [[clothing]], [[armor]], [[weapons]], and most [[resources]].
 +
 
 +
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.
 +
 
 +
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 ===
 +
An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day. 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. Rain greatly affects the deterioration rate. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item.
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Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.
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=== Immunity to deterioration ===
 +
[[Metallic Materials|Metal]] and [[Stony Materials|stone]] are immune to deterioration. However, items crafted from these materials do not carry over that immunity.
 +
<br>Other immune items:
 +
* [[AI persona core]]
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* [[Artifact]]s
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* Minified [[furniture]] and [[buildings]]
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 +
=== Effects of deterioration ===
 +
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. 
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 +
 
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In the base game, this includes: all drugs, meals (including Pemmican and Kibble), medicine, raw plant matter (ex. Hops, Hay, Corn), raw animal products (ex. Milk, Insect Jelly, eggs), textiles (all leathers, wools, and cloths/threads), as well as Wort, Industrial and Advanced Components, Neutroamine, Chemfuel, and most/all of the basic resources (Wood, Jade, Steel, Uranium, Plasteel, Silver, Gold).
 +
 
 +
:* 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.
 +
 
  
Mountains have an indestructible roof making them well-suited to protect perishable items (but can be prone to [[roof]] collapses, destroying everything underneath).
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Other than market value, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, [[nutrition]], [[flammability]], [[beauty]], [[comfort]], medical potency or [[quality]], etc.  In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value.
  
 
== Items that do not deteriorate ==
 
== Items that do not deteriorate ==
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;Special notes:
 
;Special notes:
* Other than market value (see next), an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, nutrition, flammability, beauty, comfort, medical potency or quality, etc. 
+
*  
 +
 
  
* 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. 
 
  
 
:: In the base game, items that do ''not'' deteriorate include{{Check Tag|Is this an exhaustive list?}}:  
 
:: In the base game, items that do ''not'' deteriorate include{{Check Tag|Is this an exhaustive list?}}:  
::* raw resources (stone blocks, steel, silver, etc.)
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::* raw resources (stone blocks, wood, steel, silver, etc.)
::* [[textiles]] (leathers, wools)
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::* [[textiles]] (cloth, leathers, wools)
 
::* plant matter (hops, psychoid and smokeleaf leaves; and also including [[wort]])
 
::* plant matter (hops, psychoid and smokeleaf leaves; and also including [[wort]])
::* raw animal products* (e.g. milk, [[insect jelly]])
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::* raw animal products* (e.g. milk, [[insect jelly]], eggs)
::* (including [[kibble]])*
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::* [[meal]]s (including [[pemmican]] and [[kibble]])*
::* [[drug]]s
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::* [[drug]]s and [[medicine]] (including [[neutroamine]])
::* advanced components
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::* components / advanced components
 
::* [[chemfuel]]
 
::* [[chemfuel]]
 
::: (* food and meals (but not kibble or insect jelly) are still subject to spoilage)
 
::: (* food and meals (but not kibble or insect jelly) are still subject to spoilage)
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:* 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%'' of 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%'' of 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.
  
* Raw food (i.e. non-meals/pemmican/kibble) is subject to spoilage as well as any deterioration (see previous). 
 
  
* Deterioration is also applied to [[apparel]] (both [[clothing]] and [[armor]]) when worn.  
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 +
 
 +
A [[shelf]] protects any item.
 +
 
 +
Mountains have an indestructible roof making them well-suited to protect perishable items (but can be prone to [[roof]] collapses, destroying everything underneath).
  
 
* A colonist does not receive negative thoughts for using deteriorated weapons.
 
* A colonist does not receive negative thoughts for using deteriorated weapons.
:* Currently equipped weapons do not deteriorate.
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* Deteriorated ingredients do not influence a finished product made from those ingredients in any way.  
 
* Deteriorated ingredients do not influence a finished product made from those ingredients in any way.  
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* Artillery shells that deteriorate to 0 hit points will explode.
 
* Artillery shells that deteriorate to 0 hit points will explode.
  
==Deterioration Rate==
 
An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day. 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. Rain greatly affects the deterioration rate. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item.
 
  
==Immunity==
 
[[Metallic Materials|Metal]] and [[Stony Materials|stone]] are immune to deterioration. However, items crafted from these materials do not carry over that immunity.
 
<br>Other immune items:
 
* [[AI persona core]]
 
* [[Artifact]]s
 
* Minified [[furniture]] and [[buildings]]
 
  
 
== Impact on human's mood ==
 
== Impact on human's mood ==
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: If ''any'' worn item is below 25%, the thought will worsen to a -5 ''[[Mood#Tattered apparel|Tattered Apparel]]''.
 
: If ''any'' worn item is below 25%, the thought will worsen to a -5 ''[[Mood#Tattered apparel|Tattered Apparel]]''.
 
: Compare them with -6 ''[[Mood#Naked|Naked]]'' thought.
 
: Compare them with -6 ''[[Mood#Naked|Naked]]'' thought.
 
== Tips ==
 
 
* [[Trees]] and roofs are more valuable after some update
 
  
 
== Version history==
 
== Version history==
* In the past, deterioration lowered the effectiveness of weapons and armors, but that is no longer the case.  
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* ? - Deterioration no longer lowers the effectiveness of weapons and armors.
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 02:13, 20 October 2022

Deterioration is the gradual loss of the Hit Points of certain items due to its storage conditions.


(anything that can be hauled by a colonist) outdoors, unroofed, marsh, sea, shallow water, swamp, water.


Summary

Deterioration is the gradual loss of the Hit Points applied to a susceptible item that is not placed in a safe place. An item is anything that can be hauled by a pawn, and susceptible items include clothing, armor, weapons, and most resources.

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.

Deterioration and the spoilage of food and corpses 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

An item's deterioration rate specifies how many hit points are lost per day. 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. Rain greatly affects the deterioration rate. For items with the quality stat, a high-quality item will have a lower deterioration rate than a poor quality item.

Deterioration is also applied to apparel, both clothing and armor, when worn. Equipped weapons and utility items do not deteriorate.

Immunity to deterioration

Metal and stone are immune to deterioration. However, items crafted from these materials do not carry over that immunity.
Other immune items:

Effects of deterioration

As an item loses hit points, it may also lose its 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.


In the base game, this includes: all drugs, meals (including Pemmican and Kibble), medicine, raw plant matter (ex. Hops, Hay, Corn), raw animal products (ex. Milk, Insect Jelly, eggs), textiles (all leathers, wools, and cloths/threads), as well as Wort, Industrial and Advanced Components, Neutroamine, Chemfuel, and most/all of the basic resources (Wood, Jade, Steel, Uranium, Plasteel, Silver, Gold).

  • 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.


Other than market value, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, nutrition, flammability, beauty, comfort, medical potency or quality, etc. In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value.

Items that do not deteriorate

Special notes


In the base game, items that do not deteriorate include[Is this an exhaustive list?]:
(* food and meals (but not kibble or insect jelly) are still subject to spoilage)
  • 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% of 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.



A shelf protects any item.

Mountains have an indestructible roof making them well-suited to protect perishable items (but can be prone to roof collapses, destroying everything underneath).

  • A colonist does not receive negative thoughts for using deteriorated weapons.


  • Deteriorated ingredients do not influence a finished product made from those ingredients in any way.
  • Artillery shells that deteriorate to 0 hit points will explode.


Impact on human's mood

A human wearing any apparel with hit points 50% or below will get the -3 thought Ratty Apparel.
If any worn item is below 25%, the thought will worsen to a -5 Tattered Apparel.
Compare them with -6 Naked thought.

Version history

  • ? - Deterioration no longer lowers the effectiveness of weapons and armors.