Difference between revisions of "Move Speed"
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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''' | ||
− | ** [[Jogger]]: {{+|0.4 | + | ** [[Jogger]]: {{+|0.4 {{CS}}}} |
− | ** [[Fast walker]]: {{+|0.2 | + | ** [[Fast walker]]: {{+|0.2 {{CS}}}} |
− | ** [[Slowpoke]]: {{--|0.2 | + | ** [[Slowpoke]]: {{--|0.2 {{CS}}}} |
* '''Gear''' | * '''Gear''' | ||
− | ** [[Minigun]]: {{--|0.25 | + | ** [[Minigun]]: {{--|0.25 {{CS}}}} |
− | ** [[Plate armor]]: {{--|0.8 | + | ** [[Plate armor]]: {{--|0.8 {{CS}}}} |
− | ** [[Flak vest]]: {{--|0.12 | + | ** [[Flak vest]]: {{--|0.12 {{CS}}}} |
− | ** [[Flak pants]]: {{--|0.12 | + | ** [[Flak pants]]: {{--|0.12 {{CS}}}} |
− | ** [[Flak jacket]]: {{--|0.12 | + | ** [[Flak jacket]]: {{--|0.12 {{CS}}}} |
− | ** [[Marine armor]]: {{--|0.4 | + | ** [[Marine armor]]: {{--|0.4 {{CS}}}} |
− | ** [[ | + | ** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}} |
− | ** [[ | + | ** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}} |
− | ** [[ | + | ** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}} |
− | ** [[ | + | ** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}} |
− | ** [[ | + | ** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}} |
− | ** [[ | + | ** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}} |
+ | * '''Artificial body parts''' | ||
+ | ** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}} | ||
* '''Genes''' {{BiotechIcon}} | * '''Genes''' {{BiotechIcon}} | ||
− | ** [[ | + | ** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}} |
− | ** [[ | + | ** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}} |
− | ** [[ | + | ** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}} |
− | ** [[ | + | ** [[Naked speed]]:{{BiotechIcon}} |
− | *** Unclothed: {{+|0.1 | + | *** Unclothed: {{+|0.1 {{CS}}}} |
− | *** Clothed: {{--|0.2 | + | *** Clothed: {{--|0.2 {{CS}}}} |
=== Factors === | === Factors === | ||
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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 === |
==== [[Weather]] ==== | ==== [[Weather]] ==== | ||
* Rain and Foggy rain: '''×90%''' | * Rain and Foggy rain: '''×90%''' | ||
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move speed factor = 1 / (1 + path cost * 0.077) | 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 | + | 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 shelves have no additional effect, however. |
Below is a selection of some common values. Minified things have a path cost of 14. | Below is a selection of some common values. Minified things have a path cost of 14. |
Latest revision as of 19:35, 8 May 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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How does Age/Childhood affect stat? Glucosoid pump. UV sensitivity genes. Check order of operations of each BEFORE adding. |
Offsets[edit]
First of all the following offsets are applied to the Move Speed Base value.
- Traits
- Jogger: +0.4 c/s
- Fast walker: +0.2 c/s
- Slowpoke: −0.2 c/s
- Gear
- Minigun: −0.25 c/s
- Plate armor: −0.8 c/s
- Flak vest: −0.12 c/s
- Flak pants: −0.12 c/s
- Flak jacket: −0.12 c/s
- Marine armor: −0.4 c/s
- Grenadier armor: −0.4 c/s
- Prestige marine armor: −0.4 c/s
- Cataphract armor: −0.8 c/s
- Phoenix armor: −0.8 c/s
- Prestige cataphract armor: −0.8 c/s
- Burka: −0.4 c/s
- Artificial body parts
- Ghoul barbs: −0.25 c/s
- Genes
- Very fast runner: +0.4 c/s
- Fast runner: +0.2 c/s
- Slow runner: −0.2 c/s
- Naked speed:
- Unclothed: +0.1 c/s
- Clothed: −0.2 c/s
Factors[edit]
The following factors are applied after the Offsets.
- Moving capacity: 100% importance, no allowed defect. No Max (effectively 311%).
- Go frenzy (inspiration): ×140%
- Light: scaling linearly from ×80% at 0% light to ×100% at 30% light. Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
External 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 shelves have no additional effect, however.
Below is a selection of some common values. Minified things have a path cost of 14.
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 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]
This section is suggested to be rewritten. Reason: Genes mentioned in stub note above. You can help the RimWorld Wiki by improving it. |
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:
- Base value: 4.6 c/s
- Offsets:
- Jogger trait: +0.4 c/s
- Very fast runner gene : +0.4 c/s
- Naked speed gene unclothed : +0.1 c/s
- Factors:
- External factor: ×100%
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
- ↑ 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.