Difference between revisions of "User:JuliaCat/Test3"
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+ | == Designators == | ||
+ | <div> | ||
+ | {| {{STDT| sortable}} | ||
+ | ! Designator !! Description | ||
+ | |- | ||
+ | ! Cancel | ||
+ | | Cancel designated building, mining, hauling, harvesting, and all other designations. | ||
+ | |- | ||
+ | ! Cut plants | ||
+ | | Marks plants to be cut and destroyed. The plant will be completely removed, and any food or resource yield will be harvested. | ||
+ | |- | ||
+ | ! Deconstruct | ||
+ | | Deconstruct this and reclaim part of its resources. | ||
+ | |- | ||
+ | ! Uninstall | ||
+ | | Uninstall this so it can be moved, sold, or installed somewhere else. | ||
+ | |- | ||
+ | ! Extract tree | ||
+ | | Extract this tree while keeping it alive so it can be replanted somewhere else. | ||
+ | |- | ||
+ | ! Harvest | ||
+ | | Marks plants to be harvested for their food or other products. | ||
+ | |- | ||
+ | ! Chop wood | ||
+ | | Marks trees to be chopped down for wood. | ||
+ | |- | ||
+ | ! Haul things | ||
+ | | Mark rock chunks and other items to be hauled to dumping areas. Not needed for things like food or corpses, which are always haulable. | ||
+ | |- | ||
+ | ! Hunt | ||
+ | | Mark animals to be hunted by your hunters. | ||
+ | |- | ||
+ | ! Mine | ||
+ | | Designate areas of rock to be mined out. | ||
+ | |- | ||
+ | ! Mine vein | ||
+ | | Designate an area of rock to be mined. Colonists will continue to mine until all connected rock of the same type has been mined. | ||
+ | |- | ||
+ | ! Smooth surface | ||
+ | | Designate rough stone terrain and walls to be smoothed. | ||
+ | |- | ||
+ | ! Smooth walls | ||
+ | | Designate rough stone walls to be smoothed. | ||
+ | |- | ||
+ | ! Smooth terrain | ||
+ | | Designate rough stone terrain to be smoothed. | ||
+ | |- | ||
+ | ! Plan | ||
+ | | Place planning designations. These don't do anything except help you plan future expansions. | ||
+ | |- | ||
+ | ! Remove plans | ||
+ | | Remove planning designations. | ||
+ | |- | ||
+ | ! Forbid | ||
+ | | Mark items as forbidden. Colonists will not be able to interact with the designated items. | ||
+ | |- | ||
+ | ! Allow | ||
+ | | Mark items as not forbidden. Colonists will be able to interact with the designated items. | ||
+ | |- | ||
+ | ! Expand home area | ||
+ | | Colonists will repair buildings, clean floors, and extinguish fires only in the home area. | ||
+ | |- | ||
+ | ! Clear home area | ||
+ | | Removes a home area. Colonists will no longer clean, repair, or extinguish fires here. | ||
+ | |- | ||
+ | ! Build roof area | ||
+ | | Colonists will build roofs in this area. | ||
+ | |- | ||
+ | ! Remove roof area | ||
+ | | Colonists will remove roofs in this area (except overhead mountain, which cannot be removed). | ||
+ | |- | ||
+ | ! Ignore roof area | ||
+ | | Colonists will ignore roofs in this area. | ||
+ | |- | ||
+ | ! Snow removal area | ||
+ | | Create an area which colonists will try to keep clear of snow. | ||
+ | |- | ||
+ | ! Clear snow removal area | ||
+ | | Removes a snow removal area. Colonists will no longer try to keep this area clear of snow. | ||
+ | |- | ||
+ | ! Expand allowed area | ||
+ | | Expand an allowed area.<br /><br />Allowed areas are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area. | ||
+ | |- | ||
+ | ! Clear allowed area | ||
+ | | Clear cells from an allowed area.<br /><br />Allowed area are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area. | ||
+ | |- | ||
+ | ! Manage areas... | ||
+ | | | ||
+ | |- | ||
+ | ! Manage auto-slaughter... | ||
+ | | | ||
+ | |- | ||
+ | ! | ||
+ | | Create a zone where your colonists will try to grow a certain kind of plant. | ||
+ | |- | ||
+ | ! | ||
+ | | Create a stockpile where your colonists will store resources.<br />This tool can also expand any existing stockpile. | ||
+ | |- | ||
+ | ! | ||
+ | | Create a stockpile where your colonists will store junk.<br />This tool can also expand any existing stockpile. | ||
+ | |- | ||
+ | ! Shrink zones | ||
+ | ---- | ||
+ | Shrink zone | ||
+ | | Remove zones, like stockpile zones or growing zones. | ||
+ | |- | ||
+ | ! Expand zone | ||
+ | | | ||
+ | |- | ||
+ | ! Claim | ||
+ | | Claim neutral structures for the colony, including ancient ruins and abandoned siege bases. Claimed structures can be repaired and maintained by your colonists. | ||
+ | |- | ||
+ | ! Remove floor | ||
+ | | Remove floors to reveal the terrain underneath. | ||
+ | |- | ||
+ | ! Remove bridge | ||
+ | | Remove bridges to reveal the terrain underneath. | ||
+ | |- | ||
+ | ! Strip | ||
+ | | Strip apparel from corpses and the wounded. | ||
+ | |- | ||
+ | ! Open | ||
+ | | Open containers. | ||
+ | |- | ||
+ | ! Slaughter | ||
+ | | Slaughter a tame animal. | ||
+ | |- | ||
+ | ! Tame | ||
+ | | Tame a wild animal. | ||
+ | |- | ||
+ | ! Release to wild | ||
+ | | Release an animal back into the wild. | ||
+ | |- | ||
+ | ! Study | ||
+ | | Study this object to learn more about it. | ||
+ | |- | ||
+ | ! Paint building... | ||
+ | | Designate walls and buildings to be painted using dye from tinctoria plants, which you can grow. Only certain buildings can be painted. | ||
+ | |- | ||
+ | ! Paint floor... | ||
+ | | Designate floors to be painted using dye from tinctoria plants, which you can grow. Only certain floors can be painted. | ||
+ | |- | ||
+ | ! Remove paint | ||
+ | | Remove paint from walls, buildings, and floors. | ||
+ | |- | ||
+ | ! Remove floor paint | ||
+ | | Remove paint from floors. | ||
+ | |- | ||
+ | ! Color picker | ||
+ | | Grab a color from an existing building. | ||
+ | ---- | ||
+ | Grab a color from an existing carpet. | ||
+ | |- | ||
+ | ! Extract skull | ||
+ | | Extract the skull from a corpse. | ||
+ | |- | ||
+ | ! Assign to group | ||
+ | | Assign the selected mech(s) to another control group under their current mechanitor overseer. | ||
+ | |- | ||
+ | ! Adopt | ||
+ | | Adopt this baby as a colonist. The baby will instantly become one of yours. | ||
+ | |- | ||
+ | ! Choose mech color... | ||
+ | | | ||
+ | |- | ||
+ | ! Pollution removal area | ||
+ | | Designate an area where colonists will manually clean polluted terrain. Cleaning the terrain removes pollution from the ground and packages it into toxic wastepacks which can be carried away. | ||
+ | |- | ||
+ | ! Clear pollution removal area | ||
+ | | Removes the pollution removal area. Colonists will no longer manually extract pollution from the terrain in this area. | ||
+ | |- | ||
+ | ! Fill in | ||
+ | | Fill in this pit burrow. | ||
+ | |} | ||
+ | |||
+ | <MustHaulHaulables>Can only designate haulable but non-always-hauled things (like rock chunks).</MustHaulHaulables> | ||
+ | |||
+ | <Paint>Paint</Paint> | ||
+ | <Color>Color</Color> | ||
+ | <GrabExistingColor>Grab existing color</GrabExistingColor> | ||
+ | <SelectAPaintedBuilding>Select a painted building.</SelectAPaintedBuilding> | ||
+ | <SelectColoredFloor>Select colored carpet.</SelectColoredFloor> | ||
+ | <Grab>Grab</Grab> | ||
+ | <GrabbedColor>Grabbed color</GrabbedColor> | ||
+ | |||
+ | <!-- Failure messages --> | ||
+ | <UnchosenStuff>Unchosen material</UnchosenStuff> | ||
+ | <TooCloseToMapEdge>Too close to map edge.</TooCloseToMapEdge> | ||
+ | <OutOfBounds>Out of bounds.</OutOfBounds> | ||
+ | <CannotPlaceInUndiscovered>Cannot place in undiscovered areas.</CannotPlaceInUndiscovered> | ||
+ | <InteractionSpotBlocked>Interaction spot is blocked by {1_labelShort}.</InteractionSpotBlocked> | ||
+ | <InteractionSpotOutOfBounds>Interaction spot is out of bounds.</InteractionSpotOutOfBounds> | ||
+ | <InteractionSpotWillBeBlocked>Interaction spot will be blocked by {1_labelShort}.</InteractionSpotWillBeBlocked> | ||
+ | <WouldBlockInteractionSpot>{0} would block {1}'s interaction spot.</WouldBlockInteractionSpot> | ||
+ | <TerrainIsAlready>The terrain here is already {0}.</TerrainIsAlready> | ||
+ | <SurfaceBeingSmoothed>The surface is already marked for smoothing.</SurfaceBeingSmoothed> | ||
+ | <IdenticalThingExists>Identical thing already exists here.</IdenticalThingExists> | ||
+ | <IdenticalBlueprintExists>Identical blueprint already exists here.</IdenticalBlueprintExists> | ||
+ | <TerrainCannotSupport>{0_label} cannot be built on this terrain.</TerrainCannotSupport> | ||
+ | <TerrainCannotSupport_TerrainAffordance>{0_label} requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordance> | ||
+ | <TerrainCannotSupport_TerrainAffordanceFromStuff>{0_label} (when made of {2_label}) requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordanceFromStuff> | ||
+ | <SpaceAlreadyOccupied>Space already occupied.</SpaceAlreadyOccupied> | ||
+ | <SpaceBeingSmoothed>Space being smoothed.</SpaceBeingSmoothed> | ||
+ | <TerrainMustBeRemovable>Must target a removable floor.</TerrainMustBeRemovable> | ||
+ | <MustBeOnMovingWater>The waterwheel must be on moving water.</MustBeOnMovingWater> | ||
+ | <InteractionSpotWillOverlap>Interaction spot will overlap with the interaction spot of {1_labelShort}.</InteractionSpotWillOverlap> | ||
+ | <InteractionSpotOverlaps>Interaction spot overlaps with the interaction spot of {1_labelShort}.</InteractionSpotOverlaps> | ||
+ | <CannotPlaceMonumentOver>Cannot place monument over: {0}.</CannotPlaceMonumentOver> | ||
+ | <CannotPlaceMonumentOnTerrain>Cannot build on: {0}.</CannotPlaceMonumentOnTerrain> | ||
+ | <MonumentOverlapsBuilding>Cannot place monument over: {0}.</MonumentOverlapsBuilding> | ||
+ | <MonumentAdjacentToBuilding>Monument cannot be placed adjacent to: {0}.</MonumentAdjacentToBuilding> | ||
+ | <CannotBePlantedHere>Cannot be planted here</CannotBePlantedHere> | ||
+ | |||
+ | <!-- Mouse attachments --> | ||
+ | <ExpandOrCreateZone>Expand {0} or<br />Create new {1}</ExpandOrCreateZone> | ||
+ | <CreateNewZone>Create new {0}</CreateNewZone> | ||
+ | |||
+ | <!-- Desc helpers --> | ||
+ | <TransmitsPower>Transmits power</TransmitsPower> | ||
+ | <ConstructionNeeded>Construction needed</ConstructionNeeded> | ||
+ | <NoColonistWithSkillTip>None of your {0} have this skill.</NoColonistWithSkillTip> | ||
+ | <SkillNeededForConstructing>{0} needed</SkillNeededForConstructing> | ||
+ | <NoColonistWithAllSkillsForConstructing>None of your {0} have all skills required.</NoColonistWithAllSkillsForConstructing> | ||
+ | <AllColonistsWithSkillHaveDisabledConstructingTip>All of your {0} who have this skill are not assigned to {1}.</AllColonistsWithSkillHaveDisabledConstructingTip> | ||
+ | |||
+ | <BlueprintWouldCollideWithMonument>The blueprint would overlap with a monument marker.</BlueprintWouldCollideWithMonument> | ||
+ | |||
+ | <MechCanBuildThis>However, a {0} can build this.</MechCanBuildThis> | ||
+ | |||
+ | <InhibitorSpaceOccupied>The spot directly in front of the electric inhibitor must be empty.</InhibitorSpaceOccupied> | ||
+ | </div> |
Revision as of 05:03, 3 October 2024
Designations
Designation Categories
Def Name |
Label | Order | Special Designator Classes |
Show Power Grid |
Research Prerequisites |
Preferred Column |
Min Monolith Level |
---|---|---|---|---|---|---|---|
Orders | orders | 900 |
|
- | - | - | - |
Zone | zone | 800 |
|
- | - | - | - |
Structure | structure | 700 |
|
- | - | - | - |
Production | production | 600 |
|
- | - | - | - |
Furniture | furniture | 500 |
|
- | - | - | - |
Power | power | 400 |
|
true |
|
- | - |
Security | security | 300 |
|
- | - | - | - |
Misc | misc | 250 |
|
- | - | - | - |
Floors | floors | 200 |
|
- | - | - | - |
Joy | recreation | 100 |
|
- | - | - | - |
Ship | ship | 50 |
|
- |
|
- | - |
Temperature | temperature | 25 |
|
- | - | - | - |
Ideology | ideology | 13 |
|
- | - | 1 | - |
Biotech | biotech | 12 |
|
- |
|
1 | - |
Anomaly | anomaly | 11 |
|
- | - | - | 1 |
Designator Dropdown Groups
Def Name |
Label | Icon Source |
Use Grid Menu |
Include Eye Dropper Tool |
---|---|---|---|---|
Floor_Carpet | carpet | Placed | true | true |
Floor_Carpet_Fine | fine carpet | Placed | true | true |
Floor_Tile | tile | - | - | - |
Floor_Tile_Fine | fine tile | - | - | - |
Floor_Tile_Metal | metal tile | - | - | - |
Floor_Flagstone | flagstone | - | - | - |
StandingLampColored | standing lamp | - | - | - |
Floor_Morbid_Stone | morbid tile | - | - | - |
Floor_Morbid_Carpet | morbid carpet | Placed | true | true |
Floor_Spikecore_Tile | spikecore tile | - | - | - |
Floor_Totemic_Tile | totemic tile | - | - | - |
Floor_MindbendCarpet | mindbend carpet | Placed | - | - |
Floor_Transhumanist_Carpet | hex carpet | Placed | true | true |
Designators
Designator | Description |
---|---|
Cancel | Cancel designated building, mining, hauling, harvesting, and all other designations. |
Cut plants | Marks plants to be cut and destroyed. The plant will be completely removed, and any food or resource yield will be harvested. |
Deconstruct | Deconstruct this and reclaim part of its resources. |
Uninstall | Uninstall this so it can be moved, sold, or installed somewhere else. |
Extract tree | Extract this tree while keeping it alive so it can be replanted somewhere else. |
Harvest | Marks plants to be harvested for their food or other products. |
Chop wood | Marks trees to be chopped down for wood. |
Haul things | Mark rock chunks and other items to be hauled to dumping areas. Not needed for things like food or corpses, which are always haulable. |
Hunt | Mark animals to be hunted by your hunters. |
Mine | Designate areas of rock to be mined out. |
Mine vein | Designate an area of rock to be mined. Colonists will continue to mine until all connected rock of the same type has been mined. |
Smooth surface | Designate rough stone terrain and walls to be smoothed. |
Smooth walls | Designate rough stone walls to be smoothed. |
Smooth terrain | Designate rough stone terrain to be smoothed. |
Plan | Place planning designations. These don't do anything except help you plan future expansions. |
Remove plans | Remove planning designations. |
Forbid | Mark items as forbidden. Colonists will not be able to interact with the designated items. |
Allow | Mark items as not forbidden. Colonists will be able to interact with the designated items. |
Expand home area | Colonists will repair buildings, clean floors, and extinguish fires only in the home area. |
Clear home area | Removes a home area. Colonists will no longer clean, repair, or extinguish fires here. |
Build roof area | Colonists will build roofs in this area. |
Remove roof area | Colonists will remove roofs in this area (except overhead mountain, which cannot be removed). |
Ignore roof area | Colonists will ignore roofs in this area. |
Snow removal area | Create an area which colonists will try to keep clear of snow. |
Clear snow removal area | Removes a snow removal area. Colonists will no longer try to keep this area clear of snow. |
Expand allowed area | Expand an allowed area. Allowed areas are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area. |
Clear allowed area | Clear cells from an allowed area. Allowed area are defined areas you can assign to colonists. Colonists will not accept work or fulfill their needs outside their allowed area. |
Manage areas... | |
Manage auto-slaughter... | |
Create a zone where your colonists will try to grow a certain kind of plant. | |
Create a stockpile where your colonists will store resources. This tool can also expand any existing stockpile. | |
Create a stockpile where your colonists will store junk. This tool can also expand any existing stockpile. | |
Shrink zones
Shrink zone |
Remove zones, like stockpile zones or growing zones. |
Expand zone | |
Claim | Claim neutral structures for the colony, including ancient ruins and abandoned siege bases. Claimed structures can be repaired and maintained by your colonists. |
Remove floor | Remove floors to reveal the terrain underneath. |
Remove bridge | Remove bridges to reveal the terrain underneath. |
Strip | Strip apparel from corpses and the wounded. |
Open | Open containers. |
Slaughter | Slaughter a tame animal. |
Tame | Tame a wild animal. |
Release to wild | Release an animal back into the wild. |
Study | Study this object to learn more about it. |
Paint building... | Designate walls and buildings to be painted using dye from tinctoria plants, which you can grow. Only certain buildings can be painted. |
Paint floor... | Designate floors to be painted using dye from tinctoria plants, which you can grow. Only certain floors can be painted. |
Remove paint | Remove paint from walls, buildings, and floors. |
Remove floor paint | Remove paint from floors. |
Color picker | Grab a color from an existing building.
Grab a color from an existing carpet. |
Extract skull | Extract the skull from a corpse. |
Assign to group | Assign the selected mech(s) to another control group under their current mechanitor overseer. |
Adopt | Adopt this baby as a colonist. The baby will instantly become one of yours. |
Choose mech color... | |
Pollution removal area | Designate an area where colonists will manually clean polluted terrain. Cleaning the terrain removes pollution from the ground and packages it into toxic wastepacks which can be carried away. |
Clear pollution removal area | Removes the pollution removal area. Colonists will no longer manually extract pollution from the terrain in this area. |
Fill in | Fill in this pit burrow. |
<MustHaulHaulables>Can only designate haulable but non-always-hauled things (like rock chunks).</MustHaulHaulables>
<Paint>Paint</Paint> <Color>Color</Color> <GrabExistingColor>Grab existing color</GrabExistingColor> <SelectAPaintedBuilding>Select a painted building.</SelectAPaintedBuilding> <SelectColoredFloor>Select colored carpet.</SelectColoredFloor> <Grab>Grab</Grab> <GrabbedColor>Grabbed color</GrabbedColor>
<UnchosenStuff>Unchosen material</UnchosenStuff> <TooCloseToMapEdge>Too close to map edge.</TooCloseToMapEdge> <OutOfBounds>Out of bounds.</OutOfBounds> <CannotPlaceInUndiscovered>Cannot place in undiscovered areas.</CannotPlaceInUndiscovered> <InteractionSpotBlocked>Interaction spot is blocked by {1_labelShort}.</InteractionSpotBlocked> <InteractionSpotOutOfBounds>Interaction spot is out of bounds.</InteractionSpotOutOfBounds> <InteractionSpotWillBeBlocked>Interaction spot will be blocked by {1_labelShort}.</InteractionSpotWillBeBlocked> <WouldBlockInteractionSpot>{0} would block {1}'s interaction spot.</WouldBlockInteractionSpot> <TerrainIsAlready>The terrain here is already {0}.</TerrainIsAlready> <SurfaceBeingSmoothed>The surface is already marked for smoothing.</SurfaceBeingSmoothed> <IdenticalThingExists>Identical thing already exists here.</IdenticalThingExists> <IdenticalBlueprintExists>Identical blueprint already exists here.</IdenticalBlueprintExists> <TerrainCannotSupport>{0_label} cannot be built on this terrain.</TerrainCannotSupport> <TerrainCannotSupport_TerrainAffordance>{0_label} requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordance> <TerrainCannotSupport_TerrainAffordanceFromStuff>{0_label} (when made of {2_label}) requires terrain that supports: {1_label}</TerrainCannotSupport_TerrainAffordanceFromStuff> <SpaceAlreadyOccupied>Space already occupied.</SpaceAlreadyOccupied> <SpaceBeingSmoothed>Space being smoothed.</SpaceBeingSmoothed> <TerrainMustBeRemovable>Must target a removable floor.</TerrainMustBeRemovable> <MustBeOnMovingWater>The waterwheel must be on moving water.</MustBeOnMovingWater> <InteractionSpotWillOverlap>Interaction spot will overlap with the interaction spot of {1_labelShort}.</InteractionSpotWillOverlap> <InteractionSpotOverlaps>Interaction spot overlaps with the interaction spot of {1_labelShort}.</InteractionSpotOverlaps> <CannotPlaceMonumentOver>Cannot place monument over: {0}.</CannotPlaceMonumentOver> <CannotPlaceMonumentOnTerrain>Cannot build on: {0}.</CannotPlaceMonumentOnTerrain> <MonumentOverlapsBuilding>Cannot place monument over: {0}.</MonumentOverlapsBuilding> <MonumentAdjacentToBuilding>Monument cannot be placed adjacent to: {0}.</MonumentAdjacentToBuilding> <CannotBePlantedHere>Cannot be planted here</CannotBePlantedHere>
<ExpandOrCreateZone>Expand {0} or
Create new {1}</ExpandOrCreateZone>
<CreateNewZone>Create new {0}</CreateNewZone>
<TransmitsPower>Transmits power</TransmitsPower> <ConstructionNeeded>Construction needed</ConstructionNeeded> <NoColonistWithSkillTip>None of your {0} have this skill.</NoColonistWithSkillTip> <SkillNeededForConstructing>{0} needed</SkillNeededForConstructing> <NoColonistWithAllSkillsForConstructing>None of your {0} have all skills required.</NoColonistWithAllSkillsForConstructing> <AllColonistsWithSkillHaveDisabledConstructingTip>All of your {0} who have this skill are not assigned to {1}.</AllColonistsWithSkillHaveDisabledConstructingTip>
<BlueprintWouldCollideWithMonument>The blueprint would overlap with a monument marker.</BlueprintWouldCollideWithMonument>
<MechCanBuildThis>However, a {0} can build this.</MechCanBuildThis>
<InhibitorSpaceOccupied>The spot directly in front of the electric inhibitor must be empty.</InhibitorSpaceOccupied>