Difference between revisions of "Move Speed"

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(→‎Path cost: 60 is also used)
 
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{{Verified|1.3.3387}}
 
{{Stat
 
{{Stat
 
| default base value = 3.0
 
| default base value = 3.0
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== Factors ==
 
== Factors ==
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{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. Check order of operations of each BEFORE adding}}
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=== Offsets ===
 
=== Offsets ===
 
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
 
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
 
* '''Traits'''
 
* '''Traits'''
** [[Traits#Jogger|Jogger]]: {{+|0.4 c/s}}
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** [[Jogger]]: {{+|0.4 c/s}}
** [[Traits#Fast walker|Fast walker]]: {{+|0.2 c/s}}
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** [[Fast walker]]: {{+|0.2 c/s}}
** [[Traits#Slowpoke|Slowpoke]]: {{--|0.2 c/s}}
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** [[Slowpoke]]: {{--|0.2 c/s}}
 
* '''Gear'''
 
* '''Gear'''
 
** [[Minigun]]: {{--|0.25 c/s}}
 
** [[Minigun]]: {{--|0.25 c/s}}
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** [[Flak jacket]]: {{--|0.12 c/s}}
 
** [[Flak jacket]]: {{--|0.12 c/s}}
 
** [[Marine armor]]: {{--|0.4 c/s}}
 
** [[Marine armor]]: {{--|0.4 c/s}}
** [[Burka]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
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** [[Burka]] {{IdeologyIcon}}: {{--|0.4 c/s}}
 
** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
 
** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
 
** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
 
** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
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** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
 
** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
 
** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
 
** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
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* '''Genes''' {{BiotechIcon}}
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** [[Genes#Very fast runner|Very fast runner]] {{BiotechIcon}}: {{+|0.4 c/s}}
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** [[Genes#Fast runner|Fast runner]] {{BiotechIcon}}: {{+|0.2 c/s}}
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** [[Genes#Slow runner|Slow runner]] {{BiotechIcon}}: {{--|0.2 c/s}}
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** [[Genes#Naked speed|Naked speed]] {{BiotechIcon}}:
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*** Unclothed: {{+|0.1 c/s}}
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*** Clothed: {{--|0.2 c/s}}
  
 
=== Factors ===
 
=== Factors ===
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* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).
 
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).
 
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''
 
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''
* '''[[Light]]''': '''Up to ×80%''' for light values of less than 30%. Blind and darkness-preferring{{IdeologyIcon}} humans are unaffected.
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* '''[[Light]]''': scaling linearly from '''×80%''' at 0% light to '''×100%''' at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.
 +
 
 +
=== Externel factors ===
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==== [[Weather]] ====
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* Rain and Foggy rain: '''×90%'''
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* Rainy thunderstorm and Hard snow: '''×80%'''
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 +
==== 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).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} 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.
 +
{| class="wikitable"
 +
! Path cost !! Move speed factor !! Examples (random)
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|-
 +
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|-
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| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
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|}
  
=== External factors ===
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You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.
The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.
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* '''[[Floors]]''' and '''[[Terrain]]'''
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===== Flooring and terrain =====
** Chest-deep moving water: '''×22%'''
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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]]ing''':
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<div><li style="display: inline-table;">
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:{| {{STDT| sortable c_01 text-center}}
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! Floor !! Move Speed Factor
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|-
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{{#ask: [[Move Speed Factor::!1]]
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| ?Move Speed Factor
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| format = template
 +
| template = Ask Table Formatter
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| link = none}}
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|}
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</li></div>
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* Other '''[[terrain]]'''
 +
** Chest-deep moving water: '''×24%'''
 
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''
 
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''
** Marshy soil: '''×46%'''
+
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''
** Mud, Soft sand and Ice: '''×52%'''
 
 
** Sand: '''×76%'''
 
** Sand: '''×76%'''
 
** Lichen-covered soil: '''×81%'''
 
** Lichen-covered soil: '''×81%'''
** Soil, Stony soil, Rich soil, [[Rough stone]] and [[Rough-hewn stone]]: '''×87%'''
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** Soil, Stony soil, Rich soil: '''×87%'''
** [[Straw matting]]: '''×93%'''
 
 
* '''[[Snow]]'''
 
* '''[[Snow]]'''
 
** Thin: '''×76%'''
 
** Thin: '''×76%'''
 
** Medium: '''×62%'''
 
** Medium: '''×62%'''
 
** Thick: '''×52%'''
 
** Thick: '''×52%'''
* '''[[Weather]]'''
 
** Rain and Foggy rain: '''×90%'''
 
** Rainy thunderstorm and Hard snow: '''×80%'''
 
  
 
== Example ==
 
== Example ==
[[File:Maximum move speed vs normal.mp4|right|Maximum speed of 18.2 c/s vs base speed of 4.6 c/s ]]
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{{Rewrite|section=1|reason=Genes mentioned in stub note above}}
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[[File:Maximum move speed vs normal.mp4|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:
 
Moving speed of a particular pawn can be calculated using the following formula:
  
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Let us calculate how fast a human could possibly go. It would have the following values:
 
Let us calculate how fast a human could possibly go. It would have the following values:
 
* Base value: '''{{Q|human|Move Speed Base}} c/s'''
 
* Base value: '''{{Q|human|Move Speed Base}} c/s'''
* Offset: {{+|0.4 c/s}} ([[Traits#Jogger|Jogger]] trait)
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* Offsets:
 +
** [[Jogger]] trait: {{+|0.4 c/s}}
 +
** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}
 +
** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}
 
* Factors:
 
* Factors:
** Moving capacity: '''×423%''' ([[Fibrous mechanites]], [[Psycasts#Focus|Focus]] psycast, [[bionic heart]], two [[archotech leg]]s, high on [[luciferium]], [[go-juice]], [[wake-up]] and [[yayo]], equipped with [[Persona weapon#Fast mover|Fast mover]] persona weapon {{RoyaltyIcon}}).
+
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')<ref>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.</ref>
 
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
 
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
 
* External factor: '''×100%'''
 
* External factor: '''×100%'''
  
  '''Move speed''' = ({{Q|human|Move Speed Base}} c/s + 0.4 c/s) × (4.23 × 1.4) × 1 = '''{{#expr: ({{Q|human|Move Speed Base}}+0.4)*4.23*1.4 round2}} c/s'''
+
  '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s) × (4.23 × 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1)*4.23*1.4 round2}} c/s'''
 +
 
 +
<references/>
 +
 
 +
== 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 leg]]s 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 leg]]s 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.
  
{{nav|stats|wide}}
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{{Nav|stats|wide}}

Latest revision as of 15:33, 7 January 2024

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]

Offsets[edit]

First of all the following offsets are applied to the Move Speed Base value.

Factors[edit]

The following factors are applied after the Offsets.

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% ColumnPen markerBonsai tree Content added by the Ideology DLC
1 93% Straw mattingBurned floor
2 87%
3 81%
4 76%
8 62%
10 56% Egg box
12 52%
14 48% WoodShard Content added by the Anomaly DLCCarnivore lavish mealGlitterworld medicineSmokeleaf leavesHealrootWolfskinJadeToxipotatoes Content added by the Biotech DLCHop plant... further results
20 39% Slab double bed Content added by the Ideology DLCSlab bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Kneel sheet Content added by the Ideology DLCPew Content added by the Ideology DLCKneel pillow Content added by the Ideology DLC
30 30% Chess tableCliviaMoisture pumpFirefoam popperToy box Content added by the Biotech DLCReliquary Content added by the Ideology DLCStoolEnd tablePassive coolerPincushion cactus... further results
42 24% Double bedCypress treePoplar treeOak treeRoyal bedPsychofluid pump Content added by the Biotech DLCAncient concrete barrierPalm treeBrazier Content added by the Royalty DLCGibbet cage Content added by the Ideology DLC... further results
50 21% Ground-penetrating scannerAncient razor wire Content added by the Ideology DLCBlackboard Content added by the Biotech DLCHi-tech research benchAncient tank trap Content added by the Ideology DLCAncient shopping cart Content added by the Ideology DLCAuto charge turret Content added by the Royalty DLCMech low-shield Content added by the Royalty DLCAncient air conditioner Content added by the Ideology DLCMortar... further results
60 18% Ancient fence Content added by the Ideology DLC
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 Content added by the Ideology DLC 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]

    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:

    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
    
    1. 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.