Mechanitor Stats - KonradHeinser/EBSGFramework GitHub Wiki

This page lists out all the stats you can use to make a mechanitor alter the stats of their mechanoids. For generic Pawn Stats you'll want this page. These stats can be altered using hediffs, traits, genes, etc like any other pawn stat. For the purposes of brevity, this page will not give full descriptions of everything since they all just alter other stats, meaning knowing/reading the descriptions of those is a good idea. All of the items will be listed in the following format:

  • defName : targetDefName : Notes (If applicable)

Offsets

All of these have a base value of 0 (at which they are hidden), and most of them do not have a minimum or maximum:

  • EBSG_MoveSpeedOffsetMech : MoveSpeed
  • EBSG_MechEnergyLossPerHPOffsetMech : MechEnergyLossPerHP
  • EBSG_WastepacksPerRechargeOffsetMech : WastepacksPerRecharge
  • EBSG_ArmorRating_BluntOffsetMech : ArmorRating_Blunt : CE compatibility is unknown
  • EBSG_ArmorRating_SharpOffsetMech : ArmorRating_Sharp : CE compatibility is unknown
  • EBSG_EMPResistanceOffsetMech : EMPResistance : Values above 1 generally don't have a use, and because Ludeon never set a max for EMPResistance, it is possible to be over 100% resistant to EMP effects
  • EBSG_BandwidthCostOffsetMech : BandwidthCost : Has a minimum of -1. It is usually advised that you only use positive integers. While this should technically work regardless, the way vanilla has BandwidthCost set up can make things look somewhat strange if this is a decimal
  • EBSG_OutgoingDamageFactorOffsetMech : EBSG_OutgoingDamageFactor
  • EBSG_IncomingDamageFactorOffsetMech : IncomingDamageFactor
  • EBSG_MeleeDamageFactorOffsetMech : MeleeDamageFactor
  • EBSG_MeleeHitChanceOffsetMech : MeleeHitChance
  • EBSG_MeleeDodgeChanceOffsetMech : MeleeDodgeChance
  • EBSG_ShootingAccuracyPawnOffsetMech : ShootingAccuracyPawn
  • EBSG_AimingDelayFactorOffsetMech : AimingDelayFactor

Factors

All of these have a base value of 1 (at which they are hidden), most have a minimum of 0.0001, and none of them have a maximum:

  • EBSG_MoveSpeedFactorMech : MoveSpeed
  • EBSG_MechEnergyLossPerHPFactorMech : MechEnergyLossPerHP
  • EBSG_WastepacksPerRechargeFactorMech : WastepacksPerRecharge
  • EBSG_ArmorRating_BluntFactorMech : ArmorRating_Blunt : CE compatibility is unknown
  • EBSG_ArmorRating_SharpFactorMech : ArmorRating_Sharp : CE compatibility is unknown
  • EBSG_EMPResistanceFactorMech : EMPResistance : Only has an impact if some of the mechanitor's mechanoids already have EMP resistance. Ludeon never set a max for EMPResistance, so the statistics page may say a pawn has over 100% resistant to EMP effects if the factor is over 1
  • EBSG_WorkSpeedGlobalFactorMech : WorkSpeedGlobal : This is just a factor version of the vanilla WorkSpeedGlobalOffsetMech
  • EBSG_BandwidthCostFactorMech : BandwidthCost : Has a minimum of 0. It is usually advised that you only use positive integers. While this should technically work regardless, the way vanilla has BandwidthCost set up can make things look somewhat strange if this is a decimal. Making the value too high can cause other issues.
  • EBSG_OutgoingDamageFactorFactorMech : EBSG_OutgoingDamageFactor
  • EBSG_IncomingDamageFactorFactorMech : IncomingDamageFactor
  • EBSG_MeleeDamageFactorFactorMech : MeleeDamageFactor
  • EBSG_MeleeHitChanceFactorMech : MeleeHitChance
  • EBSG_MeleeDodgeChanceFactorMech : MeleeDodgeChance
  • EBSG_ShootingAccuracyPawnFactorMech : ShootingAccuracyPawn
  • EBSG_AimingDelayFactorFactorMech : AimingDelayFactor