Difference between revisions of "User:Arcangelus/Sandbox"

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| 48.1% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -
 
| 48.1% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -
  
|- id="Polluted soil"
+
|- id="Polluted"
! [[Pollution|Polluted soil]]
+
! [[Pollution|Polluted terrain]]{{ref label|Polluted_S|9}}
| 87% || 50%{{ref label|Polluted_S|9}} || Heavy || {{Cross}} || ? || Soil || || || || - || || 2 || {{Cross}}? || {{Cross}} || Allegedly, it will replace any terrain of fertility > 0%.
+
| - || 0-50%{{ref label|Polluted_F|9}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: changes appearance of affected terrain.<br/>Modifies stats of original terrain by listed values.<br/>Prevents most plants from growing excluding [[Devilstrand]] and [[Psychoid plants]].<br/>Allows the growth of [[Toxipotato plant|Toxipotato]] and [[Gray pine trees]].<br/>Colonist receive [[toxic buildup]] from waking here.<br/>Can be removed.
 
|- id="Rough stone"
 
|- id="Rough stone"
 
! [[Rough stonestone]]
 
! [[Rough stonestone]]
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:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just the Unnatural filth.
 
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just the Unnatural filth.
 
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.
 
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.
:{{note label|Polluted_S|0}}Only if the subjacent terrains as a fertility above 50%. I presume 0% otherwise.
+
:{{note label|Polluted_S|0}}Pollution acts as an overlay: It will inherit the values of the base terrain if none are otherwise defined.
 +
:{{note label|Polluted_F|0}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.
  
 
The '''Terrain Support''' propriety determines what kind of structure can be build on a given terrain. If a given structures has '''Terrain Affordance''' not listed on a given terrain, then its construction won'r be allowed. The types used are:
 
The '''Terrain Support''' propriety determines what kind of structure can be build on a given terrain. If a given structures has '''Terrain Affordance''' not listed on a given terrain, then its construction won'r be allowed. The types used are:

Revision as of 02:08, 5 August 2024

Welcome to the RimWorld Wiki sandbox!
This sandbox is where you can experiment and practice working on a wiki page. This page will usually have little or no content. Feel free to add content or to make changes and save them to see the results.

To learn about editing and formatting start here: Help:Contents. Just start with the basics... enter some text, and learn the other pieces as you go.

Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.]

Best wishes!

Creating page.

  • Do changes here appear on Recent changes? Yes.
  • Does this apply to sandbox as well?

subst:


https://rimworldwiki.com/index.php?title=Environment

Naturally generated surfaces

The function SpeedPercentString is:

13/(13 + Path cost) 

Also uses float points, for some reason.

Type Move Speed
Modifier
Fertility Terrain
Support
Bridgeable Diggable[1] Terrain
Type
Beauty Cleanliness Filth
mask[2]
Dries To[3] Others Path
cost
Generates
Filth
Extra
Broken asphalt 100% 0% Heavy Ex.png Ex.png - -1 2 Check.png - Road 0 Ex.png
Packed dirt 92.9% 0% Heavy Ex.png Check.png Soil -1 -1 Check.png - Road 1 Dirt
Chest-deep moving water 23.6% 0% - Check.png Ex.png - 0 0 Ex.png - water[4] 42 Ex.png
Deep ocean water 0% 0% - Ex.png Ex.png - 0 0 Ex.png - water
ocean
300 Ex.png Impassable[5]
Deep water 0% 0% - Ex.png Ex.png - 0 0 Ex.png - water 300 Ex.png Impassable
Shallow ocean water 30.2% 0% ShallowWater Check.png Ex.png - 0 0 Ex.png Stony soil water
ocean
30 Ex.png
Shallow moving water 30.2% 0% ShallowWater
MovingFluid
Check.png Ex.png - 0 0 Ex.png - water
River
30 Ex.png
Shallow water 30.2% 0% ShallowWater Check.png Ex.png - 0 0 Ex.png Stony soil water 30 Ex.png
Marsh 30.2% 0% ShallowWater Check.png Ex.png - -3/0 -2 Ex.png Soil 30 Dirt Extinguishes Fire
MudInEyes.
Soil 86.6% 100% Heavy
GrowSoil
Ex.png Check.png Soil -3/0 -1 Check.png - Soil 2 Dirt DirtInEyes
Soil
Lichen-covered soil 81.2% 100% Heavy
GrowSoil
Ex.png Check.png Soil -3/0 -1 Check.png - Soil 3 Dirt DirtInEyes
Soil
Marshy soil 48.1% 100% Light
GrowSoil
Check.png Check.png Soil -3/0 -2 Check.png Soil Soil 14 Dirt DirtInEyes
Soil
Rich soil 86.7% 140% Heavy
GrowSoil
Check.png Check.png Soil -3/0 -1 Check.png Soil Soil 2 Dirt DirtInEyes
Soil
Stony soil 86.7% 70% Heavy
GrowSoil
Check.png Check.png - -3/0 -1 Check.png - Soil 2 Dirt GravelInEyes
Soil
Sand 76.4% 10% Heavy Ex.png Check.png Sand -3/0 -1 Check.png - Sand 4 Sand SandInEyes
Soft sand 48.1% 0% Light Ex.png Check.png Sand -3/0 -1 Check.png Sand Sand 14 Sand SandInEyes
Mud 48.1% 0% - Check.png Ex.png Soil -3/0 -2 Check.png Soil - 14 Dirt MudInEyes
Ice 48.1% 0% Heavy Ex.png Check.png - -3/0 0 Check.png - - 14 Dirt -
Polluted soil 87% 50% Heavy Ex.png Soil - 2 Ex.png Allegedly, it will replace any terrain of fertility > 0%.
Rough stonestone 87% 0% Heavy Ex.png Ex.png Stone -1 0 Check.png[6] - - 2 Ex.png Smooothable
Hardcoded
Rough-hewn stone 93% 0% Heavy Ex.png Ex.png Stone -1 0 All - - 1 Ex.png Smooothable
Hardcoded
Smooth stone 100% 0% Heavy Ex.png Ex.png Stone 2 0 All - - 0 Ex.png 5Silver.
Not naturally generated
Paintable
Hardcoded
Gray surface 87% 0% Heavy Ex.png Ex.png ? 0 0 ? - ? 2 Ex.png Only present on the Labyrinth.
FleshContent added by the Anomaly DLC 87% 0 Heavy Ex.png Ex.png? ? -10/-5 -3 Check.png? - ? 2 ? Cleaning time Mult 150%
Removable.
Inflammable 32%



Type Move Speed
Modifier
Fertility Terrain
Support
Bridgeable Diggable Terrain
Type
Beauty Cleanliness Filth
mask[2]
Dries
To[3]
Tags Path
cost
Generates
Filth
Allows
Special
Attack[6]
Others
Broken asphalt 100% 0% Heavy Ex.png Ex.png - -1 2 Check.png - Road 0 Ex.png Ex.png
Packed dirt 92.9% 0% Heavy Ex.png Check.png Soil -1 -1 Check.png - Road 1 Dirt Ex.png
Chest-deep moving water 23.6% 0% - Check.png Ex.png - 0 0 Ex.png - water[4] 42 Ex.png WaterInEyes
Deep ocean water 0% 0% - Ex.png Ex.png - 0 0 Ex.png - water[4]
ocean
300[5] Ex.png WaterInEyes Impassable
Deep water 0% 0% - Ex.png Ex.png - 0 0 Ex.png - water[4] 300[5] Ex.png WaterInEyes Impassable
Shallow ocean water 30.2% 0% ShallowWater Check.png Ex.png - 0 0 Ex.png Stony soil water[4]
ocean
30 Ex.png WaterInEyes
Shallow moving water 30.2% 0% ShallowWater
MovingFluid
Check.png Ex.png - 0 0 Ex.png - water[4]
River
30 Ex.png WaterInEyes
Shallow water 30.2% 0% ShallowWater Check.png Ex.png - 0 0 Ex.png Stony soil water[4] 30 Ex.png WaterInEyes
Marsh 30.2% 0% ShallowWater Check.png Ex.png - -3/0 -2 Ex.png Soil - 30 Dirt MudInEyes Extinguishes Fire
Soil 86.6% 100% Heavy
GrowSoil
Ex.png Check.png Soil -3/0 -1 Check.png - Soil 2 Dirt DirtInEyes
Lichen-covered soil 81.2% 100% Heavy
GrowSoil
Ex.png Check.png Soil -3/0 -1 Check.png - Soil 3 Dirt DirtInEyes
Marshy soil 48.1% 100% Light
GrowSoil
Check.png Check.png Soil -3/0 -2 Check.png Soil Soil 14 Dirt DirtInEyes
Rich soil 86.7% 140% Heavy
GrowSoil
Check.png Check.png Soil -3/0 -1 Check.png Soil Soil 2 Dirt DirtInEyes
Stony soil 86.7% 70% Heavy
GrowSoil
Check.png Check.png - -3/0 -1 Check.png - Soil 2 Dirt GravelInEyes
Sand 76.4% 10% Heavy Ex.png Check.png Sand -3/0 -1 Check.png - Sand 4 Sand SandInEyes
Soft sand 48.1% 0% Light Ex.png Check.png Sand -3/0 -1 Check.png Sand Sand 14 Sand SandInEyes
Mud 48.1% 0% - Check.png Ex.png Soil -3/0 -2 Check.png Soil - 14 Dirt MudInEyes
Ice 48.1% 0% Heavy Ex.png Check.png - -3/0 0 Check.png - - 14 Dirt Ex.png -
Polluted terrain[9] - 0-50%[9] - - - - -1 - - - - - - - Overlay: changes appearance of affected terrain.
Modifies stats of original terrain by listed values.
Prevents most plants from growing excluding Devilstrand and Psychoid plants.
Allows the growth of Toxipotato and Gray pine trees.
Colonist receive toxic buildup from waking here.
Can be removed.
Rough stonestone 87% 0% Heavy Ex.png Ex.png Stone -1 0 Check.png[7] - - 2 Ex.png Ex.png Smooothable
Hardcoded[8]
Rough-hewn stone 93% 0% Heavy Ex.png Ex.png Stone -1 0 All - - 1 Ex.png Ex.png Smooothable
Hardcoded[8]
Smooth stone 100% 0% Heavy Ex.png Ex.png Stone 2 0 All - - 0 Ex.png Ex.png 5Silver.
Natural, non-generated floor/terrain hybrid.
Paintable
Hardcoded[8]
Gray surface 87% 0% Heavy Ex.png Ex.png ? 0 0 Check.png? - ? 2 Ex.png Ex.png Only present on the Labyrinth.
FleshContent added by the Anomaly DLC 87% 0 Heavy Ex.png Ex.png? ? -10/-5 -3 Check.png? - ? 2 ? Ex.png Cleaning time Mult 150%
Removable.
Inflammable 32%
Behaves like a natural Floor.
2 The kind of Filth accepted by this terrain. Check.png denotes terrains that accept Unnatural filth, Ex.png those that accept none. Special cases are denoted as such.
3 As Stony soil doesn't exist in Sea ice nor Ice sheet, it dries to Ice instead.
41 2 3 4 5 6 All water tiles triple the deterioration rate and extinguishes Fire. Also allows the WaterInEyes attack.
51 2 Redundant dut to being Impassable. It would result in a 4.2% Move Speed Modifier otherwise.
6 All of these attacks have a cooldown of 1.5 seconds, require the KickMaterialInEyes capacity, and apply a Hediff of the same name.
7 Plus any defined on NaturalTerrainBase. In vanilla, this in just the Unnatural filth.
8 Not on the xml files but rather defined programmatically for all stone types.
0 Pollution acts as an overlay: It will inherit the values of the base terrain if none are otherwise defined.
0 The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.

The Terrain Support propriety determines what kind of structure can be build on a given terrain. If a given structures has Terrain Affordance not listed on a given terrain, then its construction won'r be allowed. The types used are:

  • Light: Supports light structure
  • Medium: Supports medium structures
  • Heavy: Supports heavy structures
  • ShallowWater: Can be built on with things that are waterproof
  • MovingFluid (moving water): Contains power usable for hydroelectrics
  • Bridgeable: Bridge can be built here
  • GrowSoil (growable): Things can grow here. Unsure if is does anything or if merely indicative.
  • Diggable: For graves
  • SmoothableStone (smoothable): Can be ground and smoothed into smooth stone

As of Version/1.5.4104, all terrains with Heavy Terrain Support also support both Medium and Light. To help the readability of this table, only the Heavy tag will be used in those cases.


I Believe Polluted Soil acts as a modifier on the terrain rather than a terrain itself. Untested, as I haven't been able to play at all lately.
-1 Beauty is applied to the tile.


  1. Mod-development
say, it seems like the Wiki may be wrong about smoothed floors being worth 8 wealth? Unless "5f" translates to 8
I see the terraindef for Stone is set to 5f here, in TerrainDefGenerator_Stone.cs:
StatUtility.SetStatValueInList(ref smooth.statBases, StatDefOf.Beauty, 2f);
StatUtility.SetStatValueInList(ref smooth.statBases, StatDefOf.MarketValue, 5f);
(this is in 1.5, haven't checked the source for 1.4 or before. Trying to make a mod to set smoothed floor wealth as nothing)
  1. Able to dig graves
  2. All Natural Terrains that accept filth only accept Unnatural filth.
  3. As Stony soil doesn't exist in Sea ice nor Ice sheet, it dries to Ice instead.
  4. All water tiles triple the deterioration rate and extinguishes Fire. Also allows the WaterInEyes attack.
  5. It would be 4.2% otherwise
  6. Plus any defined on NaturalTerrainBase. In vanilla, this in just the Unnatural filth.