Difference between revisions of "Moving"

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(→‎Factors: Pelvis and Spine can’t be improved above 100%)
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**[[Bionic leg]]. 125% part efficiency for +12.5% Moving.
 
**[[Bionic leg]]. 125% part efficiency for +12.5% Moving.
 
**[[Archotech leg]]. 150% part efficiency for +25% Moving.
 
**[[Archotech leg]]. 150% part efficiency for +25% Moving.
* Pelvis part efficiency. 100% importance for each leg, no allowed defect. ? Max
+
* Pelvis part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)
* Spine part efficiency. 100% importance for each leg, no allowed defect. ? Max
+
* Spine part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)
  
 
===Offsets===
 
===Offsets===

Revision as of 09:43, 23 November 2021

Moving is a pawn capacity: How well a character can move around. Directly affected by consciousness.

NameTypeWeightMaxDescription
Hunting StealthStat1-This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.
Melee Dodge ChanceStat18-Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Move SpeedStat1-Speed of movement in cells per second (c/s).

Factors

Factors

The following factors affect Moving.

  • Consciousness: 100% importance, no allowed defect. No Max
  • Blood Pumping: 20% importance, no allowed defect. No Max
  • Breathing: 20% importance, no allowed defect. No Max
  • Leg part efficiency. 50% importance for each leg, no allowed defect. No Max
  • Pelvis part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)
  • Spine part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)

Offsets