Topic on User talk:Hautarche

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Hautarche (talkcontribs)

The stub I removed read "Production specialist order of operation with worked example iedeallwnith produl soec, GWS>1, and sight and manip change". In reverse order:

The listed sight and manipulation values are correct for the latest publicly available version of RimWorld. Assuming "GWS" means "Global Work Speed"... I still have no clue what this shorthand is supposed to mean. Construction Speed is straightforwardly multiplied by Global Work Speed, with no caps, curves, lerping, or any other shenanigans affecting it. I have no clue what "iedeallwnith produl soec" is, but similar "order of operation" requests in other stats make me think this is a request to clarify the order in which the offsets and factors resolve to determine the final stat value. There is apparently already a page that discusses this, so I dunno why there has to be discussion about order of operations, but here it is anyways as true for most^$ stats in the game:

0) start with the stat's defaultBaseValue, or if the requester (the pawn in this case) has a different default, use that instead

1) sum all offsets (except any from stuff-made-from, ThingComps, or the current inspiration). While there is technically an order in which this occurs (skills, health capacities, traits, hediffs, precepts, ideoligious role, genes, current life stage, apparel, wielded equipment), summing in any order obviously results in the same result.

2a) multiply by each of the following factors: traits, hediffs, precepts, ideoligious role, genes, current life stage, stuff made from & quality

2b) add offset from stuff-made-from & quality

2c) depends on if we're determining an ability's stat (in which case multiply by the any of the stat's statFactors that the AbilityDef has, then any that the caster pawn's precepts have) or a thing's, which is the case here as pawns are Things...

  • add each ThingComp's offsets for this stat
  • multiply by each ThingComp's factors
  • multiply by any of this stat's statFactors the Thing has
  • if a pawn, multiply by each of the stat's skillNeedFactors
  • if a pawn, multiply by each of the stat's capacityFactors
  • if a pawn, add any offset from the current inspiration
  • if a pawn, multiply by any factor from the current inspiration

3) perform the TransformValue operation of each of the stat's StatParts ("parts" field in XML), if any

4) evaluate by the stat's postProcessCurve, if any

5) multiply by each of the stat's postProcessStatFactors, if any, one at a time

6) multiply by the scenario settings' factor for that stat

7) round to the nearest 5 if the current absolute value is over the stat's roundToFiveOver field (default 3.40282347e+38; will therefore never trigger for any stat that doesn't specify this in its XML)

8) round to the nearest integer if the stat's roundValue is set to true (default false)

9) enforce the stat's minValue and maxValue, which are -/+ 9999999 by default

Under this process, Construction Speed is 1 (or 0.5 for Constructoids) at step 0. In step 1, production specialists gain +50%. Steps 2a and 2b have no effect, but in step 2c we multiply by the following: Global Work Speed, the level-appropriate speed modifier shown in the 100% Manipulation column of the table, manipulation, and (1 + ((sight-1)*0.2)). Construction Speed lacks anything for steps 3-5. Then multiply by scenario settings. Skip steps 7 and 8; bring up to 10% if it was lower.

^$ Exceptions to the outlined process exist; Construction Speed is not one of them.

  • The following calculate steps 1-2 differently: market value, max power output, melee armor penetration, melee average armor penetration, melee average DPS, melee damage amount, melee damage amount trap, melee DPS, minimum handling skill, Content added by the Royalty DLCmeditation psyfocus strength, Content added by the Anomaly DLCcold containment bonus, and containment strength.
  • Steps 4, 5, and 9 are skipped over ONLY for the purposes of UI display by stats that have a postProcessCurve: melee hit chance, melee dodge chance, shooting accuracy, meat amount, leather amount, hunting stealth, medical tend quality, and cooking speed.
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