Difference between revisions of "Work To Make"

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(Corrected instruction to divide. Ticks are fractional seconds, not multiple seconds. Added details about how work is defined in the game files, with an example. Added details about why 1000 work is what would be done in an uninterrupted day, and altered the "work shift" duration from 8h to 12-16h (who has time for only 8h shifts in Rimworld?!))
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One second in-game, at normal game speed, corresponds to 60 game ticks.  To determine the ''work to make'' per game tick, divide this stat value by 60.
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One second in-game, at normal game speed, corresponds to 60 game ticks.  To determine the ''work to make'' in game ticks, multiple this stat value by 60.  Work to make is defined in the game files in terms of game ticks, so a WorkToMake state of 60,000 in the game files (ex. a [[Charge Lance]]) will display in-game in the bills selection, which uses in-game seconds as the unit, as 1000 work.
  
For reference, at 100% work speed exactly 1,000 units of work will be performed during one in-game day of uninterrupted work.  Assuming a regular "work shift" of about 8 in-game hours, one can expect about 300 units of work to be performed, per day, by a pawn on a regular schedule working at 100% speed.
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For reference, an in-game day is 1000 seconds long at normal game speed, corresponding to 60,000 ticks.  Thus at 100% work speed, exactly 1,000 units of work will be performed during one in-game day of uninterrupted work.  Assuming a regular "work shift" of about 12-16 in-game hours, one can expect about 500-650 units of work to be performed, per day, by a pawn on a regular schedule working at 100% speed.

Revision as of 03:40, 31 July 2021

Work To Make is a stat: The base amount of work it takes to make an item, once all materials are gathered; given as in-game seconds at normal speed. Its minimum allowed value is 0 ticks (0 secs). Its default value is 25 ticks (0.42 secs).

One second in-game, at normal game speed, corresponds to 60 game ticks. To determine the work to make in game ticks, multiple this stat value by 60. Work to make is defined in the game files in terms of game ticks, so a WorkToMake state of 60,000 in the game files (ex. a Charge Lance) will display in-game in the bills selection, which uses in-game seconds as the unit, as 1000 work.

For reference, an in-game day is 1000 seconds long at normal game speed, corresponding to 60,000 ticks. Thus at 100% work speed, exactly 1,000 units of work will be performed during one in-game day of uninterrupted work. Assuming a regular "work shift" of about 12-16 in-game hours, one can expect about 500-650 units of work to be performed, per day, by a pawn on a regular schedule working at 100% speed.