Difference between revisions of "TerrainDef"
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(Put some attributes in Flooring) |
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|How nice the terrain looks to pawns (influences thoughts) | |How nice the terrain looks to pawns (influences thoughts) | ||
|Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying | |Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying | ||
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|- | |- | ||
!fertility | !fertility | ||
|Fertility rating of the terrain (ability for crops to grow on terrain) | |Fertility rating of the terrain (ability for crops to grow on terrain) | ||
|Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06) | |Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06) | ||
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|- | |- | ||
!acceptTerrainSourceFilth | !acceptTerrainSourceFilth | ||
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|Gives the terrain a fade effect towards the edges | |Gives the terrain a fade effect towards the edges | ||
|Fade, Hard (default: Hard) | |Fade, Hard (default: Hard) | ||
+ | |} | ||
+ | |||
+ | ==Flooring== | ||
+ | |||
+ | You should add these attributes if you are making buildable terrain, such as a carpet. | ||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | !Attribute | ||
+ | !Description | ||
+ | !Options | ||
+ | |- | ||
+ | !surfacesSupported | ||
+ | |Defines what surfaces the flooring can be placed on | ||
+ | |Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone | ||
+ | |- | ||
+ | !costList | ||
+ | |Cost to make each tile of flooring | ||
+ | |Integer | ||
|- | |- | ||
!researchPrerequisites | !researchPrerequisites | ||
|Defines any research requirements before the flooring can be built | |Defines any research requirements before the flooring can be built | ||
|String | |String | ||
+ | |- | ||
+ | !constructionEffect | ||
+ | |Effect shown when colonists are building the flooring | ||
+ | |ConstructDig | ||
+ | |- | ||
+ | !designationCategory | ||
+ | |Defines which architect tab the flooring should appear in (optional) | ||
+ | |Zone, Building, Orders, Structure, Furniture, Security | ||
+ | |- | ||
+ | !workToBuild | ||
+ | |Ticks needed to build 1 tile of flooring | ||
+ | |Integer (usually 1 tick per frame) | ||
+ | |- | ||
|} | |} | ||
[[Category:Defs]] | [[Category:Defs]] |
Revision as of 23:43, 30 April 2014
TerrainDefs are used for defining basically anything that covers the floor, whether it be grass, sand, soil, or carpets.
Global attributes
Attribute | Description | Options |
---|---|---|
defName | Unique ID for which the TerrainDef will take (also the reference ID) | String |
label | Language-specific name displayed in game | String |
renderPrecedence | Render importance of terrain | Integer; higher values take higher priority (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298) |
description | Information about the terrain | String |
texturePath | Path in which the terrain texture is located | String as path (from Textures/) |
beauty | How nice the terrain looks to pawns (influences thoughts) | Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying |
fertility | Fertility rating of the terrain (ability for crops to grow on terrain) | Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06) |
acceptTerrainSourceFilth | Determines whether or not the flooring can collect filth on it | Boolean (true or false) |
takeFootprints | Determines whether or not the flooring draws colonists' footprints | Boolean (true or false) |
edgeType | Gives the terrain a fade effect towards the edges | Fade, Hard (default: Hard) |
Flooring
You should add these attributes if you are making buildable terrain, such as a carpet.
Attribute | Description | Options |
---|---|---|
surfacesSupported | Defines what surfaces the flooring can be placed on | Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone |
costList | Cost to make each tile of flooring | Integer |
researchPrerequisites | Defines any research requirements before the flooring can be built | String |
constructionEffect | Effect shown when colonists are building the flooring | ConstructDig |
designationCategory | Defines which architect tab the flooring should appear in (optional) | Zone, Building, Orders, Structure, Furniture, Security |
workToBuild | Ticks needed to build 1 tile of flooring | Integer (usually 1 tick per frame) |