Difference between revisions of "Move Speed"

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(→‎External factors: Did a lot of testing to work out how path cost works)
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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.
 
* '''[[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.
  
=== External factors ===
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=== Externel factors ===
{{Stub|section=1|reason=Path cost mechanics}}
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==== [[Weather]] ====
The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.
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* Rain and Foggy rain: '''×90%'''
 +
* Rainy thunderstorm and Hard snow: '''×80%'''
 +
 
 +
==== 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.
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{| 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}}
 +
|-
 +
|  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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|  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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|-
 +
|  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}}
 +
|-
 +
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 +
|-
 +
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 +
|-
 +
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 +
|-
 +
| 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}}
 +
|-
 +
| 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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| 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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| 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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| 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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|}
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You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.
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 +
===== Flooring and terrain =====
 +
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''':
 
* '''[[Floor]]ing''':
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
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</li></div>
 
</li></div>
 
* Other '''[[terrain]]'''
 
* Other '''[[terrain]]'''
** Chest-deep moving water: '''×22%'''
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** 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%'''
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** 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%'''
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** Medium: '''×62%'''
 
** Medium: '''×62%'''
 
** Thick: '''×52%'''
 
** Thick: '''×52%'''
* '''[[Weather]]'''
 
** Rain and Foggy rain: '''×90%'''
 
** Rainy thunderstorm and Hard snow: '''×80%'''
 
  
 
== Example ==
 
== Example ==

Revision as of 14:58, 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

Offsets

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

Factors

The following factors are applied after the Offsets.

Externel factors

Weather

  • Rain and Foggy rain: ×90%
  • Rainy thunderstorm and Hard snow: ×80%

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).[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.

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% Bison woolLavish mealHoopstone ringPsychic emanatorArchite capsule Content added by the Biotech DLCPigskinBedrollChinchilla furHeavy furStanding lamp... further results
20 39% Slab bed Content added by the Ideology DLCSlab double bed Content added by the Ideology DLC
24 35% Blood torch Content added by the Biotech DLC
25 34% Pew Content added by the Ideology DLCKneel pillow Content added by the Ideology DLCKneel sheet Content added by the Ideology DLC
30 30% Count-down activator Content added by the Royalty DLCMech node Content added by the Royalty DLCAgariluxPassive coolerBushAgaveMeditation throne Content added by the Royalty DLCMoisture pumpAlocasiaClivia... further results
42 24% CampfireHarbinger tree Content added by the Anomaly DLCDrago treeBiosculpter pod Content added by the Ideology DLCGlucosoid pump Content added by the Biotech DLCGauranlen tree Content added by the Ideology DLCPalm treeSandbagsTable (3x3)Chokevine... further results
50 21% Ancient pipes Content added by the Ideology DLCHi-tech research benchAncient generator Content added by the Ideology DLCShelfStyling station Content added by the Ideology DLCShard inhibitor Content added by the Anomaly DLCAncient exostrider midsection Content added by the Biotech DLCBioferrite harvester Content added by the Anomaly DLCAncient system rack Content added by the Ideology DLCElectric smelter... further results
80 14% Fence

You can see the path cost of every thing here.

Flooring and terrain

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

    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

    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.