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 Description
Market ValueThe market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
Mass

How heavy an object is to carry in a caravan or a transport pod.

Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.

Max Hit PointsThe maximum hit points of an object. This represents how much damage it can take before being destroyed.
Maximum Comfortable TemperatureAbove this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die.
Meat AmountThe amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
Mech Gestation SpeedA multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
Mechanoid Shredding EfficiencyThe amount of materials yielded when this person shreds a dead mechanoid for resources.
The actual amount is also related to the mechanoid's size.
Mechanoid Shredding SpeedThe speed at which this person can shred a mechanoid for resources.
Medical Operation SpeedThe speed at which the character performs medical operations.
Medical PotencyHow effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery.
Medical Surgery Success ChanceThe likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation.
Medical Tend Quality

The base quality of tending given when tending wounds and illnesses.

Final Tend Quality:

( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


Higher tend quality will speed the recovery from injury.

Medical Tend SpeedSpeed at which the character tends to wounds and illnesses.
Melee Blunt DamageMultiplier on melee damage with blunt attacks for items made of this material.
Melee CooldownHow long it takes to recover after striking with this as a melee weapon.
Melee DamageDamage done per hit in melee combat.
Melee Damage Factor
Melee Dodge ChanceChance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Melee Hit ChanceChance to hit a target in melee. The target can still dodge even if we would've hit.
Melee Sharp DamageMultiplier on melee damage with sharp attacks like cutting or stabbing for items made of this material.
Mental Break ThresholdAs long as someone's Mood is below this level, they are in danger of having a mental break.
Minimum Comfortable TemperatureBelow this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
Minimum Handling SkillThis creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
Mining SpeedA speed at which this person mines away walls.
Mining YieldThe percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.
Mortar Miss Radius MultiplierA multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
Move SpeedSpeed of movement in cells per second (c/s).
Negotiation AbilityHow effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
Nutrition
Pain Shock ThresholdThe pain level at which this creature is downed from pain.
Plant Harvest YieldThe yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
Plant Work SpeedSpeed at which this person sows and harvests plants.
Pruning SpeedA multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
Psychic SensitivityMore sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
QualityAn item's quality is how well-made it is.
Ranged CooldownHow long it takes to recover after firing this weapon.
Ranged Cooldown MultiplierA multiplier on the cooldown between bursts when using a ranged weapon
RecreationRecreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.
Recruit Prisoner ChanceBase chance this person will recruit a prisoner.
Repair Success ChanceThe chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage.
Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.
Rest EffectivenessHow fast people sleeping on this gain rest.
Rest Rate MultiplierA multiplier on how quickly a creature rests while sleeping.
Sculpting SpeedSpeed at which this person sculpts.
Sell Price MultiplierA multiplier on the price at which you can sell items.
Shield Max EnergyThe maximum energy a personal shield can have at one time. More energy can absorb more damage.
Shield Recharge RateThe rate at which a shield gains energy as long as it is not broken.
Shooting AccuracyBase chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Sleep Fall RateA multiplier on the speed that a person's sleep need falls.
Smelting SpeedThe speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.