Difference between revisions of "Move Speed"

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{{rewrite|reason=Cleanup and clarification. Exact order of operations/equation for calculating different factors is needed}}{{Stat
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{{Verified|1.3.3387}}
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{{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.
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| description = Speed of movement in cells per second (c/s).
}}
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}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.
  
==Factors==
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== Factors ==
The following factors affect {{PAGENAME}}. The base move speed of a [[human]] is {{Q|Human|Move Speed Base}} c/s.
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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}}
* [[Moving]]: [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max. Note that injuries to body parts including legs, feet, and toes, all reducing the Moving capacity, which in turn reduces move speed. Similarly, [[Bad back]] and [[Frail]] conditions do also. [[Pain]] reduces [[Consciousness]] which in turn reducing Moving, and thus also Move speed.  
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=== Offsets ===
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First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
 
* '''Traits'''
 
* '''Traits'''
** [[Traits#Jogger|Jogger]]: Move speed +0.4 c/s
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** [[Jogger]]: {{+|0.4 c/s}}
** [[Traits#Fast walker|Fast walker]]: Move speed +0.2 c/s
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** [[Fast walker]]: {{+|0.2 c/s}}
** [[Traits#Slowpoke|Slowpoke]]: Move speed -0.2 c/s
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** [[Slowpoke]]: {{--|0.2 c/s}}
 
* '''Gear'''
 
* '''Gear'''
** [[Plate armor]]: -0.80 c/s
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** [[Minigun]]: {{--|0.25 c/s}}
** [[Flak vest]]: -0.12 c/s
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** [[Plate armor]]: {{--|0.8 c/s}}
** [[Flak pants]]: -0.12 c/s
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** [[Flak vest]]: {{--|0.12 c/s}}
** [[Flak jacket]]: -0.12 c/s
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** [[Flak pants]]: {{--|0.12 c/s}}
** [[Marine armor]]: -0.40 c/s
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** [[Flak jacket]]: {{--|0.12 c/s}}
** [[Cataphract armor]] {{RoyaltyIcon}} : -0.80 c/s
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** [[Marine armor]]: {{--|0.4 c/s}}
* '''Inspirations'''
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** [[Burka]] {{IdeologyIcon}}: {{--|0.4 c/s}}
** [[Inspiration#Go frenzy|Go frenzy]]: x140%
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** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
* '''[[Floors]]''' and '''[[Terrain]]'''
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** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}
** ''Chest-deep moving water'': x22%
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** [[Cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
** ''Marsh'', ''Shallow ocean water'', ''Shallow water'' and ''Shallow moving water'': x30%
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** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
** ''Marshy soil'': x46%
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** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}
** ''Mud'', ''Soft sand'' and ''Ice'': 52%
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* '''Genes''' {{BiotechIcon}}
** ''Sand'': x76%
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** [[Genes#Very fast runner|Very fast runner]] {{BiotechIcon}}: {{+|0.4 c/s}}
** ''Lichen-covered soil'': x81%
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** [[Genes#Fast runner|Fast runner]] {{BiotechIcon}}: {{+|0.2 c/s}}
** ''Soil'', ''Stony soil'', ''Rich soil'', [[Rough stone]] and [[Rough-hewn stone]]: x87%
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** [[Genes#Slow runner|Slow runner]] {{BiotechIcon}}: {{--|0.2 c/s}}
** [[Straw matting]]: x93%
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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}}
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 +
=== Factors ===
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The following factors are applied after the ''Offsets''.
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* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).
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* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''
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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 ====
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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)
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 +
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.
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 +
Below is a selection of some common values. Minified things have a path cost of 14.
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{| class="wikitable"
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! Path cost !! Move speed factor !! Examples (random)
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|-
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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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|}
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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.
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* '''[[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
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| 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]]'''
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** Chest-deep moving water: '''×24%'''
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** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''
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** Marshy soil, Mud, Soft sand and Ice: '''×48%'''
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** Sand: '''×76%'''
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** Lichen-covered soil: '''×81%'''
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** Soil, Stony soil, Rich soil: '''×87%'''
 
* '''[[Snow]]'''
 
* '''[[Snow]]'''
** ''Thin'': x76%
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** Thin: '''×76%'''
** ''Medium'': x62%
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** Medium: '''×62%'''
** ''Thick'': x52%
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** Thick: '''×52%'''
* '''[[Weather]]'''
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** ''Rain'' and ''Foggy rain'': x90%
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== Example ==
** ''Rainy thunderstorm'' and ''Hard snow'': x80%
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{{Rewrite|section=1|reason=Genes mentioned in stub note above}}
* '''Light'''
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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]]
** Up to x80% from light values of less than 0.3. Blind and {{IdeologyIcon}}darkness-preferring humans are unaffected.
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Moving speed of a particular pawn can be calculated using the following formula:
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 +
'''Move speed''' = (Base value + Offsets) × Factors × External factors
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 +
Let us calculate how fast a human could possibly go. It would have the following values:
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* Base value: '''{{Q|human|Move Speed Base}} c/s'''
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* Offsets:
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** [[Jogger]] trait: {{+|0.4 c/s}}
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** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}
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** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}
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* Factors:
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** 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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** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
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* External factor: '''×100%'''
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 +
'''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'''
  
==Notes==
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<references/>
The speed decrease from gear occurs before bonuses or maluses to the Movement capacity. i.e. (4.6-Speed Penalties) * Movement
 
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.
 
  
The speed increases and decrease from traits occurs before bonuses or maluses to the Movement capacity. i.e. (4.6-Speed Penalties) * Movement
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== Notes ==
So while a normal human moves at 4.6c/s, and a jogger human moves at 5.00c/s for a difference of 0.40/s, 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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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% ColumnBonsai tree Content added by the Ideology DLCWall lampPen markerWall torch lamp
1 93% Straw mattingBurned floor
2 87%
3 81%
4 76%
8 62%
10 56% Egg box
12 52%
14 48% Wake-upHealer mech serumAnimal bedPlainleatherDevilstrandPsychic emanatorFirefoam shellSun lampHayAnimal sleeping box... 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% Chess tableSkullspike Content added by the Ideology DLCBushToy box Content added by the Biotech DLCMech node Content added by the Royalty DLCProximity activator Content added by the Royalty DLCAgavePincushion cactusGiant rafflesiaMech drop beacon Content added by the Royalty DLC... further results
42 24% BarricadeHospital bedRoyal bedVanometric power cellHarbinger tree Content added by the Anomaly DLCPine treePalm treeMech booster Content added by the Biotech DLCGene bank Content added by the Biotech DLCDeathrest accelerator Content added by the Biotech DLC... further results
50 21% Ancient microwave Content added by the Ideology DLCAuto mortar Content added by the Royalty DLCSmall shelfAncient exostrider leg Content added by the Biotech DLCAncient exostrider cannon Content added by the Biotech DLCBatteryAncient mega-cannon barrel Content added by the Ideology DLCBlackboard Content added by the Biotech DLCAncient engine block Content added by the Ideology DLCElectric stove... 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.