Most actions you take in the game have an action cost. This determines how long it takes you to perform the action.
The standard action cost representing a "one-turn" action is 1,000. Quickness determines how many action points a character has available to spend each turn, which is typically also 1,000.
All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.
The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.
Action Cost Modifiers[edit | edit source]
These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
|Name||Type||Action Cost Effect|
|equipment||33% additional reduced action cost of sprinting while worn. (you sprint at 3 times your normal movement speed instead of 2 times your normal speed)|
|Empty the Clips||skill||50% temporary reduced action cost of firing pistols for twenty rounds.|
|Fastest Gun in the Rust||skill||25% permanent reduced action cost of firing pistols.|
|cybernetic||80% reduced action cost of applying any tonic. Pre-loaded injectors are applied by the medassist module at no action cost.|
|cybernetic||40% reduced action cost of Tinkering skills.|
|equipment||100% reduced action cost of applying any tonic.|
|cybernetic||25% reduced action cost of firing pistols.|
|Short Blade Expertise||skill||25% reduced action cost of bump-attacking while primary hand contains a short blade. Also applies to using the Hobble skill or the Shank skill with a short blade in your primary weapon hand.|
|Sprinting||ability||50% temporary reduced action cost of movement.|
|equipment||variable reduced action cost of the Butchery skill (the action cost to butcher a corpse is divided by 1 plus the number of steel butcher knives currently equipped).|
|Swimming (the action)||environmental||+500 temporary action cost to movement while moving through any large pool of liquid.|
|Swimming (the skill)||skill||50% permanent reduced action cost of swimming. (swimming costs only 250 extra action points, instead of 500 extra action points)|
|Telepathy||mental mutation||90% reduced action cost of directing companions to perform tasks.|
|Two-Headed||physical mutation||20% or greater permanent reduced action cost of using mental mutations, depending on mutation level.|
In addition, Movement Speed affects the action cost of a creature's basic movement action.
Notes[edit | edit source]
Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with things one thinks of first when thinking "energy".