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{{For|default values for walking over different terrain|Property:Move Speed Factor}}
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{{For|penalties to walking over different objects|Property:Path Cost}}
 
{{Stat
 
{{Stat
 
| default base value = 3.0
 
| default base value = 3.0
 
| to string style = FloatTwo
 
| to string style = FloatTwo
 
| description = Speed of movement in cells per second (c/s).
 
| description = Speed of movement in cells per second (c/s).
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.
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}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}}.
 
 
 
== Factors ==
 
== Factors ==
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. Check order of operations of each BEFORE adding}}
 
 
 
=== 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'''
** [[Jogger]]: {{+|0.4 {{CS}}}}
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** [[Traits#Jogger|Jogger]]: {{+|0.4 c/s}}
** [[Fast walker]]: {{+|0.2 {{CS}}}}
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** [[Traits#Fast walker|Fast walker]]: {{+|0.2 c/s}}
** [[Slowpoke]]: {{--|0.2 {{CS}}}}
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** [[Traits#Slowpoke|Slowpoke]]: {{--|0.2 c/s}}
 
* '''Gear'''
 
* '''Gear'''
** [[Minigun]]: {{--|0.25 {{CS}}}}
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** [[Minigun]]: {{--|0.25 c/s}}
** [[Plate armor]]: {{--|0.8 {{CS}}}}
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** [[Plate armor]]: {{--|0.80 c/s}}
** [[Flak vest]]: {{--|0.12 {{CS}}}}
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** [[Flak vest]]: {{--|0.12 c/s}}
** [[Flak pants]]: {{--|0.12 {{CS}}}}
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** [[Flak pants]]: {{--|0.12 c/s}}
** [[Flak jacket]]: {{--|0.12 {{CS}}}}
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** [[Flak jacket]]: {{--|0.12 c/s}}
** [[Marine armor]]: {{--|0.4 {{CS}}}}
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** [[Marine armor]]: {{--|0.40 c/s}}
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}
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** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.40 c/s}}
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}
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** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.40 c/s}}
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
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** [[Cataphract armor]] {{RoyaltyIcon}}: {{--|0.80 c/s}}
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
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** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.80 c/s}}
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}
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** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.80 c/s}}
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}
 
* '''Artificial body parts'''
 
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}
 
* '''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 {{CS}}}}
 
*** Clothed: {{--|0.2 {{CS}}}}
 
  
 
=== Factors ===
 
=== Factors ===
 
The following factors are applied after the ''Offsets''.
 
The following factors are applied after the ''Offsets''.
 
* '''[[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%'''
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* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''x140%'''
* '''[[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.
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* '''[[Light]]''': '''Up to x80%''' for light values of less than 30%. Blind and darkness-preferring{{IdeologyIcon}} humans are unaffected.
  
 
=== External factors ===
 
=== External factors ===
==== [[Weather]] ====
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The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.
* Rain and Foggy rain: '''×90%'''
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* '''[[Floors]]''' and '''[[Terrain]]'''
* Rainy thunderstorm and Hard snow: '''×80%'''
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** Chest-deep moving water: '''x22%'''
 
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** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''x30%'''
==== Path cost ====
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** Marshy soil: '''x46%'''
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:
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** Mud, Soft sand and Ice: '''x52%'''
 
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** Sand: '''x76%'''
move speed factor = 1 / (1 + path cost * 0.077)
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** Lichen-covered soil: '''x81%'''
 
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** Soil, Stony soil, Rich soil, [[Rough stone]] and [[Rough-hewn stone]]: '''x87%'''
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.
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** [[Straw matting]]: '''x93%'''
 
 
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)
 
|-
 
|  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}}
 
|-
 
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
|  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}}
 
|-
 
| 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}}
 
|-
 
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|-
 
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,  | order = random | limit = 10}}
 
|}
 
 
 
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = 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]]ing''':
 
<div><li style="display: inline-table;">
 
:{| {{STDT| sortable c_01 text-center}}
 
! Floor !! Move Speed Factor
 
|-
 
{{#ask: [[Move Speed Factor::!1]]
 
| ?Move Speed Factor
 
| format = template
 
| template = Ask Table Formatter
 
| link = none}}
 
|}
 
</li></div>
 
* 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]]'''
 
* '''[[Snow]]'''
** Thin: '''×76%'''
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** Thin: '''x76%'''
** Medium: '''×62%'''
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** Medium: '''x62%'''
** Thick: '''×52%'''
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** Thick: '''x52%'''
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* '''[[Weather]]'''
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** Rain and Foggy rain: '''x90%'''
 +
** Rainy thunderstorm and Hard snow: '''x80%'''
  
 
== Example ==
 
== Example ==
{{Rewrite|section=1|reason=Genes mentioned in stub note above}}
 
[[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'''
* Offsets:
+
* Offset: {{+|0.4 c/s}} ([[Traits#Jogger|Jogger]] trait)
** [[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: '''×{{%|{{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>
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** Moving capacity: '''x311%''' ([[bionic heart]], two [[archotech leg]]s, high on [[luciferium]], [[go-juice]], [[wake-up]] and [[yayo]]).
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
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** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''x140%'''
* External factor: '''×100%'''
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* External factor: '''x100%'''
 
 
'''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 ==
+
'''Move speed''' = ({{Q|human|Move Speed Base}} c/s + 0.4 c/s) × (3.11 × 1.4) × 1 = '''21.77 c/s'''
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.
 
  
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