Difference between revisions of "User:JuliaCat/Test3"

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== Architect Menu ==
 +
[[File:Architect menu - Orders.png|870px]]
 +
[[File:Architect menu - Zone.png|870px]]
 +
[[File:Architect menu - Structure.png|870px]]
 +
[[File:Architect menu - Production.png|870px]]
 +
[[File:Architect menu - Furniture.png|870px]]
 +
[[File:Architect menu - Power.png|870px]]
 +
[[File:Architect menu - Security.png|870px]]
 +
[[File:Architect menu - Misc.png|870px]]
 +
[[File:Architect menu - Floors.png|870px]]
 +
[[File:Architect menu - Recreation.png|870px]]
 +
[[File:Architect menu - Ship.png|870px]]
 +
[[File:Architect menu - Temperature.png|870px]]
 +
[[File:Architect menu - Ideology.png|870px]]
 +
[[File:Architect menu - Biotech.png|870px]]
 +
[[File:Architect menu - Anomaly.png|870px]]
 +
 
== Designations ==
 
== Designations ==
 
{| {{STDT| sortable}}
 
{| {{STDT| sortable}}
Line 180: Line 197:
  
 
== Designation Categories ==
 
== Designation Categories ==
<?xml version="1.0" encoding="utf-8" ?>
+
{| {{STDT| sortable}}
<Defs>
+
! Def<br />Name !! Label !! Order !! Special<br />Designator<br />Classes !! Show<br />Power<br />Grid !! Research<br />Prerequisites !! Preferred<br />Column !! Min<br />Monolith<br />Level
 +
|-
 +
! Orders
 +
| orders
 +
| 900
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
<li>Designator_Mine</li>
 +
<li>Designator_PlantsHarvestWood</li>
 +
<li>Designator_PlantsCut</li>
 +
<li>Designator_PlantsHarvest</li>
 +
<li>Designator_Hunt</li>
 +
<li>Designator_Slaughter</li>
 +
<li>Designator_Tame</li>
 +
<li>Designator_Haul</li>
 +
<li>Designator_Unforbid</li>
 +
<li>Designator_Forbid</li>
 +
<li>Designator_Claim</li>
 +
<li>Designator_SmoothSurface</li>
 +
<li>Designator_PaintBuilding</li>
 +
<li>Designator_PaintFloor</li>
 +
<li>Designator_RemovePaint</li>
 +
<li>Designator_PlanAdd</li>
 +
<li>Designator_PlanRemove</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Zone
 +
| zone
 +
| 800
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
<li>Designator_ZoneAddStockpile_Resources</li>
 +
<li>Designator_ZoneAddStockpile_Dumping</li>
 +
<li>Designator_ZoneAdd_Growing</li>
 +
<li>Designator_ZoneDelete</li>
 +
<li>Designator_AreaHomeExpand</li>
 +
<li>Designator_AreaHomeClear</li>
 +
<li>Designator_AreaAllowedExpand</li>
 +
<li>Designator_AreaAllowedClear</li>
 +
<li>Designator_AreaBuildRoof</li>
 +
<li>Designator_AreaNoRoof</li>
 +
<li>Designator_AreaIgnoreRoof</li>
 +
<li>Designator_AreaSnowClearExpand</li>
 +
<li>Designator_AreaSnowClearClear</li>
 +
<li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearExpand</li>
 +
<li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearClear</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Structure
 +
| structure
 +
| 700
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
<li>Designator_SmoothWalls</li>
 +
<li>Designator_RemoveBridge</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Production
 +
| production
 +
| 600
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Furniture
 +
| furniture
 +
| 500
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Power
 +
| power
 +
| 400
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| true
 +
|<!--researchPrerequisites-->
 +
<li>Electricity</li>
 +
| -
 +
| -
 +
|-
 +
! Security
 +
| security
 +
| 300
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Misc
 +
| misc
 +
| 250
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Floors
 +
| floors
 +
| 200
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_RemoveFloor</li>
 +
<li>Designator_SmoothFloors</li>
 +
<li>Designator_PaintFloor</li>
 +
<li>Designator_RemoveFloorPaint</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Joy
 +
| recreation
 +
| 100
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Ship
 +
| ship
 +
| 50
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
|<!--researchPrerequisites-->
 +
<li>ShipBasics</li>
 +
| -
 +
| -
 +
|-
 +
! Temperature
 +
| temperature
 +
| 25
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| -
 +
<!--Biotech category, defined in Biotech DLC, order 12 -->
 +
|-
 +
! Ideology
 +
| ideology
 +
| 13
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| 1
 +
| -
 +
|-
 +
! Biotech
 +
| biotech
 +
| 12
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
|<!--researchPrerequisites-->
 +
<li>Electricity</li>
 +
| 1
 +
| -
 +
|-
 +
! Anomaly
 +
| anomaly
 +
| 11
 +
|<!--specialDesignatorClasses-->
 +
<li>Designator_Cancel</li>
 +
<li>Designator_Deconstruct</li>
 +
| -
 +
| -
 +
| -
 +
| 1
 +
|}
  
  <DesignationCategoryDef>
+
== Designator Dropdown Groups ==
    <defName>Orders</defName>
+
{| {{STDT| sortable}}
    <label>orders</label>
+
! Def<br />Name !! Label !! Icon<br />Source !! Use<br />Grid<br />Menu !! Include<br />Eye<br />Dropper<br />Tool
    <order>900</order>
+
|-
    <specialDesignatorClasses>
+
! Floor_Carpet
      <li>Designator_Cancel</li>
+
| carpet
      <li>Designator_Deconstruct</li>
+
| Placed
      <li>Designator_Mine</li>
+
| true
      <li>Designator_PlantsHarvestWood</li>
+
| true
      <li>Designator_PlantsCut</li>
+
|-
      <li>Designator_PlantsHarvest</li>
+
! Floor_Carpet_Fine
      <li>Designator_Hunt</li>
+
| fine carpet
      <li>Designator_Slaughter</li>
+
| Placed
      <li>Designator_Tame</li>
+
| true
      <li>Designator_Haul</li>
+
| true
      <li>Designator_Unforbid</li>
+
|-
      <li>Designator_Forbid</li>
+
! Floor_Tile
      <li>Designator_Claim</li>
+
| tile
      <li>Designator_SmoothSurface</li>
+
| -
      <li>Designator_PaintBuilding</li>
+
| -
      <li>Designator_PaintFloor</li>
+
| -
      <li>Designator_RemovePaint</li>
+
|-
      <li>Designator_PlanAdd</li>
+
! Floor_Tile_Fine
      <li>Designator_PlanRemove</li>
+
| fine tile
    </specialDesignatorClasses>
+
| -
  </DesignationCategoryDef>
+
| -
 
+
| -
  <DesignationCategoryDef>
+
|-
    <defName>Zone</defName>
+
! Floor_Tile_Metal
    <label>zone</label>
+
| metal tile
    <order>800</order>
+
| -
    <specialDesignatorClasses>
+
| -
      <li>Designator_Cancel</li>
+
| -
      <li>Designator_Deconstruct</li>
+
|-
      <li>Designator_ZoneAddStockpile_Resources</li>
+
! Floor_Flagstone
      <li>Designator_ZoneAddStockpile_Dumping</li>
+
| flagstone
      <li>Designator_ZoneAdd_Growing</li>
+
| -
      <li>Designator_ZoneDelete</li>
+
| -
      <li>Designator_AreaHomeExpand</li>
+
| -
      <li>Designator_AreaHomeClear</li>
+
|-
      <li>Designator_AreaAllowedExpand</li>
+
! StandingLampColored
      <li>Designator_AreaAllowedClear</li>
+
| standing lamp
      <li>Designator_AreaBuildRoof</li>
+
| -
      <li>Designator_AreaNoRoof</li>
+
| -
      <li>Designator_AreaIgnoreRoof</li>
+
| -
      <li>Designator_AreaSnowClearExpand</li>
+
|-
      <li>Designator_AreaSnowClearClear</li>
+
! Floor_Morbid_Stone
      <li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearExpand</li>
+
| morbid tile
      <li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearClear</li>
+
| -
    </specialDesignatorClasses>
+
| -
  </DesignationCategoryDef>
+
| -
 +
|-
 +
! 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
 +
|}
  
  <DesignationCategoryDef>
+
== Designators ==
    <defName>Structure</defName>
+
<div>
    <label>structure</label>
+
{| {{STDT| sortable}}
    <order>700</order>
+
! Designator !! Description
    <specialDesignatorClasses>
+
|-
      <li>Designator_Cancel</li>
+
! Cancel
      <li>Designator_Deconstruct</li>
+
| Cancel designated building, mining, hauling, harvesting, and all other designations.
      <li>Designator_SmoothWalls</li>
+
|-
      <li>Designator_RemoveBridge</li>
+
! Cut plants
    </specialDesignatorClasses>
+
| Marks plants to be cut and destroyed. The plant will be completely removed, and any food or resource yield will be harvested.
  </DesignationCategoryDef>
+
|-
 
+
! Deconstruct
  <DesignationCategoryDef>
+
| Deconstruct this and reclaim part of its resources.
    <defName>Production</defName>
+
|-
    <label>production</label>
+
! Uninstall
    <order>600</order>
+
| Uninstall this so it can be moved, sold, or installed somewhere else.
    <specialDesignatorClasses>
+
|-
      <li>Designator_Cancel</li>
+
! Extract tree
      <li>Designator_Deconstruct</li>
+
| Extract this tree while keeping it alive so it can be replanted somewhere else.
    </specialDesignatorClasses>
+
|-
  </DesignationCategoryDef>
+
! Harvest
 
+
| Marks plants to be harvested for their food or other products.
  <DesignationCategoryDef>
+
|-
    <defName>Furniture</defName>
+
! Chop wood
    <label>furniture</label>
+
| Marks trees to be chopped down for wood.
    <order>500</order>
+
|-
    <specialDesignatorClasses>
+
! Haul things
      <li>Designator_Cancel</li>
+
| Mark rock chunks and other items to be hauled to dumping areas. Not needed for things like food or corpses, which are always haulable.
      <li>Designator_Deconstruct</li>
+
|-
    </specialDesignatorClasses>
+
! Hunt
  </DesignationCategoryDef>
+
| Mark animals to be hunted by your hunters.
 
+
|-
  <DesignationCategoryDef>
+
! Mine
    <defName>Power</defName>
+
| Designate areas of rock to be mined out.
    <label>power</label>
+
|-
    <order>400</order>
+
! Mine vein
    <showPowerGrid>true</showPowerGrid>
+
| Designate an area of rock to be mined. Colonists will continue to mine until all connected rock of the same type has been mined.
    <specialDesignatorClasses>
+
|-
      <li>Designator_Cancel</li>
+
! Smooth surface
      <li>Designator_Deconstruct</li>
+
| Designate rough stone terrain and walls to be smoothed.
    </specialDesignatorClasses>
+
|-
    <researchPrerequisites>
+
! Smooth walls
      <li>Electricity</li>
+
| Designate rough stone walls to be smoothed.
    </researchPrerequisites>
+
|-
  </DesignationCategoryDef>
+
! Smooth terrain
 
+
| Designate rough stone terrain to be smoothed.
  <DesignationCategoryDef>
+
|-
    <defName>Security</defName>
+
! Plan
    <label>security</label>
+
| Place planning designations. These don't do anything except help you plan future expansions.
    <order>300</order>
+
|-
    <specialDesignatorClasses>
+
! Remove plans
      <li>Designator_Cancel</li>
+
| Remove planning designations.
      <li>Designator_Deconstruct</li>
+
|-
    </specialDesignatorClasses>
+
! Forbid
  </DesignationCategoryDef>
+
| 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...
 +
|
 +
|-
 +
! Growing zone
 +
| Create a zone where your colonists will try to grow a certain kind of plant.
 +
|-
 +
! Stockpile zone
 +
| Create a stockpile where your colonists will store resources.<br />This tool can also expand any existing stockpile.
 +
|-
 +
! Dumping stockpile zone
 +
| 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.
 +
|-
 +
! Corpse stockpile zone
 +
----
 +
Create corpse stockpile
 +
| Create a dumping stockpile zone around the harbinger tree for corpses.<br /><br />Harbinger trees will consume nearby corpses and raw meat. If well fed, the trees will grow faster and create new harbinger trees.
 +
|}
  
   <DesignationCategoryDef>
+
   <MustHaulHaulables>Can only designate haulable but non-always-hauled things (like rock chunks).</MustHaulHaulables>
    <defName>Misc</defName>
 
    <label>misc</label>
 
    <order>250</order>
 
    <specialDesignatorClasses>
 
      <li>Designator_Cancel</li>
 
      <li>Designator_Deconstruct</li>
 
    </specialDesignatorClasses>
 
  </DesignationCategoryDef>
 
  
   <DesignationCategoryDef>
+
   <Paint>Paint</Paint>
    <defName>Floors</defName>
+
  <Color>Color</Color>
    <label>floors</label>
+
  <GrabExistingColor>Grab existing color</GrabExistingColor>
    <order>200</order>
+
  <SelectAPaintedBuilding>Select a painted building.</SelectAPaintedBuilding>
    <specialDesignatorClasses>
+
  <SelectColoredFloor>Select colored carpet.</SelectColoredFloor>
      <li>Designator_Cancel</li>
+
  <Grab>Grab</Grab>
      <li>Designator_RemoveFloor</li>
+
  <GrabbedColor>Grabbed color</GrabbedColor>
      <li>Designator_SmoothFloors</li>
 
      <li>Designator_PaintFloor</li>
 
      <li>Designator_RemoveFloorPaint</li>
 
    </specialDesignatorClasses>
 
  </DesignationCategoryDef>
 
  
   <DesignationCategoryDef>
+
   <!-- Failure messages -->
    <defName>Joy</defName>
+
  <UnchosenStuff>Unchosen material</UnchosenStuff>
    <label>recreation</label>
+
  <TooCloseToMapEdge>Too close to map edge.</TooCloseToMapEdge>
    <order>100</order>
+
  <OutOfBounds>Out of bounds.</OutOfBounds>
    <specialDesignatorClasses>
+
  <CannotPlaceInUndiscovered>Cannot place in undiscovered areas.</CannotPlaceInUndiscovered>
      <li>Designator_Cancel</li>
+
  <InteractionSpotBlocked>Interaction spot is blocked by {1_labelShort}.</InteractionSpotBlocked>
      <li>Designator_Deconstruct</li>
+
  <InteractionSpotOutOfBounds>Interaction spot is out of bounds.</InteractionSpotOutOfBounds>
    </specialDesignatorClasses>
+
  <InteractionSpotWillBeBlocked>Interaction spot will be blocked by {1_labelShort}.</InteractionSpotWillBeBlocked>
   </DesignationCategoryDef>
+
  <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>
  
   <DesignationCategoryDef>
+
   <!-- Mouse attachments -->
    <defName>Ship</defName>
+
  <ExpandOrCreateZone>Expand {0} or<br />Create new {1}</ExpandOrCreateZone>
    <label>ship</label>
+
  <CreateNewZone>Create new {0}</CreateNewZone>
    <order>50</order>
 
    <specialDesignatorClasses>
 
      <li>Designator_Cancel</li>
 
      <li>Designator_Deconstruct</li>
 
    </specialDesignatorClasses>
 
    <researchPrerequisites>
 
      <li>ShipBasics</li>
 
    </researchPrerequisites>
 
  </DesignationCategoryDef>
 
  
   <DesignationCategoryDef>
+
   <!-- Desc helpers -->
    <defName>Temperature</defName>
+
  <TransmitsPower>Transmits power</TransmitsPower>
    <label>temperature</label>
+
  <ConstructionNeeded>Construction needed</ConstructionNeeded>
    <order>25</order>
+
  <NoColonistWithSkillTip>None of your {0} have this skill.</NoColonistWithSkillTip>
    <specialDesignatorClasses>
+
  <SkillNeededForConstructing>{0} needed</SkillNeededForConstructing>
      <li>Designator_Cancel</li>
+
  <NoColonistWithAllSkillsForConstructing>None of your {0} have all skills required.</NoColonistWithAllSkillsForConstructing>
      <li>Designator_Deconstruct</li>
+
   <AllColonistsWithSkillHaveDisabledConstructingTip>All of your {0} who have this skill are not assigned to {1}.</AllColonistsWithSkillHaveDisabledConstructingTip>
    </specialDesignatorClasses>
 
  </DesignationCategoryDef>
 
 
 
   <!--Biotech category, defined in Biotech DLC, order 12 -->
 
 
 
</Defs>
 
  
<?xml version="1.0" encoding="utf-8" ?>
+
  <BlueprintWouldCollideWithMonument>The blueprint would overlap with a monument marker.</BlueprintWouldCollideWithMonument>
<Defs>
 
  
   <DesignationCategoryDef>
+
   <MechCanBuildThis>However, a {0} can build this.</MechCanBuildThis>
    <defName>Ideology</defName>
 
    <label>ideology</label>
 
    <order>13</order>
 
    <specialDesignatorClasses>
 
      <li>Designator_Cancel</li>
 
      <li>Designator_Deconstruct</li>
 
    </specialDesignatorClasses>
 
    <preferredColumn>1</preferredColumn>
 
  </DesignationCategoryDef>
 
  
</Defs>
+
  <InhibitorSpaceOccupied>The spot directly in front of the electric inhibitor must be empty.</InhibitorSpaceOccupied>
  
<?xml version="1.0" encoding="utf-8" ?>
+
  <!-- Areas -->
<Defs>
+
  <Home>Home</Home>
  <DesignationCategoryDef>
+
  <BuildRoof>Build roof</BuildRoof>
    <defName>Biotech</defName>
+
  <NoRoof>No roof</NoRoof>
    <label>biotech</label>
+
  <SnowClear>Snow clear</SnowClear>
    <order>12</order>
+
  <AreaDefaultLabel>Area {0}</AreaDefaultLabel>
    <specialDesignatorClasses>
+
  <NoAreaAllowed>Unrestricted</NoAreaAllowed>
      <li>Designator_Cancel</li>
+
  <NewArea>New area</NewArea>
      <li>Designator_Deconstruct</li>
+
  <InvertArea>Invert</InvertArea>
    </specialDesignatorClasses>
+
  <ExpandArea>Expand</ExpandArea>
    <preferredColumn>1</preferredColumn>
+
  <ShrinkArea>Shrink</ShrinkArea>
    <researchPrerequisites>
+
   <MaxAreasReached>Maximum {0} areas allowed.</MaxAreasReached>
      <li>Electricity</li>
 
    </researchPrerequisites>
 
   </DesignationCategoryDef>
 
</Defs>
 
  
<?xml version="1.0" encoding="utf-8" ?>
+
  <!-- Zones -->
<Defs>
+
   <Zone>Zone</Zone>
   <DesignationCategoryDef>
+
  <Priority>Priority</Priority>
    <defName>Anomaly</defName>
+
  <ClearAll>Clear all</ClearAll>
    <label>anomaly</label>
+
  <AllowAll>Allow all</AllowAll>
    <order>11</order>
+
</div>
    <specialDesignatorClasses>
 
      <li>Designator_Cancel</li>
 
      <li>Designator_Deconstruct</li>
 
    </specialDesignatorClasses>
 
    <minMonolithLevel>1</minMonolithLevel>
 
  </DesignationCategoryDef>
 
</Defs>
 

Latest revision as of 16:43, 3 October 2024

Architect Menu[edit]

Architect menu - Orders.png Architect menu - Zone.png Architect menu - Structure.png Architect menu - Production.png Architect menu - Furniture.png Architect menu - Power.png Architect menu - Security.png Architect menu - Misc.png Architect menu - Floors.png Architect menu - Recreation.png Architect menu - Ship.png Architect menu - Temperature.png Architect menu - Ideology.png Architect menu - Biotech.png Architect menu - Anomaly.png

Designations[edit]

Def Name Icon Target
Type
Remove
If
Building
Despawned
Should
Batch
Draw
Designate
Cancelable
Plan Plan designation Cell true true true
Mine Mine designation Cell true true true
MineVein Mine vein designation Cell true true true
Haul Haul designation Thing - true true
Deconstruct Deconstruct designation Thing - true true
Uninstall Uninstall designation Thing - true true
ExtractTree Extract tree designation Thing - true true
CutPlant Cut plant designation Thing - true true
HarvestPlant Harvest plant designation Thing - true true
Hunt Hunt designation Thing - true true
SmoothFloor Smooth floor designation Cell - true true
SmoothWall Smooth wall designation Cell - true true
PaintBuilding Paint designation Thing - true true
PaintFloor Paint floor designation Cell - false true
RemovePaintBuilding Remove building paint designation Thing - true true
RemovePaintFloor Remove floor paint designation Cell - true true
RemoveFloor Remove floor designation Cell - true true
Flick Flick designation Thing - true false
Strip Strip designation Thing - true true
Slaughter Slaughter designation Thing - true true
Tame Tame designation Thing - true true
Open Open designation Thing - true true
ReleaseAnimalToWild Release to the wild designation Thing - true true
ExtractSkull Extract skull designation Thing - true true
FillIn Fill in pit burrow designation Thing - true true

Designation Categories[edit]

Def
Name
Label Order Special
Designator
Classes
Show
Power
Grid
Research
Prerequisites
Preferred
Column
Min
Monolith
Level
Orders orders 900
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_Mine
  • Designator_PlantsHarvestWood
  • Designator_PlantsCut
  • Designator_PlantsHarvest
  • Designator_Hunt
  • Designator_Slaughter
  • Designator_Tame
  • Designator_Haul
  • Designator_Unforbid
  • Designator_Forbid
  • Designator_Claim
  • Designator_SmoothSurface
  • Designator_PaintBuilding
  • Designator_PaintFloor
  • Designator_RemovePaint
  • Designator_PlanAdd
  • Designator_PlanRemove
  • - - - -
    Zone zone 800
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_ZoneAddStockpile_Resources
  • Designator_ZoneAddStockpile_Dumping
  • Designator_ZoneAdd_Growing
  • Designator_ZoneDelete
  • Designator_AreaHomeExpand
  • Designator_AreaHomeClear
  • Designator_AreaAllowedExpand
  • Designator_AreaAllowedClear
  • Designator_AreaBuildRoof
  • Designator_AreaNoRoof
  • Designator_AreaIgnoreRoof
  • Designator_AreaSnowClearExpand
  • Designator_AreaSnowClearClear
  • Designator_AreaPollutionClearExpand
  • Designator_AreaPollutionClearClear
  • - - - -
    Structure structure 700
  • Designator_Cancel
  • Designator_Deconstruct
  • Designator_SmoothWalls
  • Designator_RemoveBridge
  • - - - -
    Production production 600
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Furniture furniture 500
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Power power 400
  • Designator_Cancel
  • Designator_Deconstruct
  • true
  • Electricity
  • - -
    Security security 300
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Misc misc 250
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Floors floors 200
  • Designator_Cancel
  • Designator_RemoveFloor
  • Designator_SmoothFloors
  • Designator_PaintFloor
  • Designator_RemoveFloorPaint
  • - - - -
    Joy recreation 100
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Ship ship 50
  • Designator_Cancel
  • Designator_Deconstruct
  • -
  • ShipBasics
  • - -
    Temperature temperature 25
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - -
    Ideology ideology 13
  • Designator_Cancel
  • Designator_Deconstruct
  • - - 1 -
    Biotech biotech 12
  • Designator_Cancel
  • Designator_Deconstruct
  • -
  • Electricity
  • 1 -
    Anomaly anomaly 11
  • Designator_Cancel
  • Designator_Deconstruct
  • - - - 1

    Designator Dropdown Groups[edit]

    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[edit]

    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...
    Growing zone Create a zone where your colonists will try to grow a certain kind of plant.
    Stockpile zone Create a stockpile where your colonists will store resources.
    This tool can also expand any existing stockpile.
    Dumping stockpile zone 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.
    Corpse stockpile zone

    Create corpse stockpile

    Create a dumping stockpile zone around the harbinger tree for corpses.

    Harbinger trees will consume nearby corpses and raw meat. If well fed, the trees will grow faster and create new harbinger trees.
     <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>
    
     <Home>Home</Home>
     <BuildRoof>Build roof</BuildRoof>
     <NoRoof>No roof</NoRoof>
     <SnowClear>Snow clear</SnowClear>
     <AreaDefaultLabel>Area {0}</AreaDefaultLabel>
     <NoAreaAllowed>Unrestricted</NoAreaAllowed>
     <NewArea>New area</NewArea>
     <InvertArea>Invert</InvertArea>
     <ExpandArea>Expand</ExpandArea>
     <ShrinkArea>Shrink</ShrinkArea>
     <MaxAreasReached>Maximum {0} areas allowed.</MaxAreasReached>
    
     <Zone>Zone</Zone>
     <Priority>Priority</Priority>
     <ClearAll>Clear all</ClearAll>
     <AllowAll>Allow all</AllowAll>