Difference between revisions of "User:JuliaCat/Test3"

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m (Undo revision 153475 by JuliaCat (talk))
Tag: Undo
 
Line 120: Line 120:
 
| Body size
 
| Body size
 
|  
 
|  
 +
| The size of this creature's body, compared to an average adult human.
 +
|
 +
|-
 +
!<!-- public const int -->Race_BodySize
 +
| 500<!--;-->
 +
| 10 - Basics
 +
| Body size
 +
| this.InnerPawn.BodySize.ToString("F2")
 
| The size of this creature's body, compared to an average adult human.
 
| The size of this creature's body, compared to an average adult human.
 
|  
 
|  
Line 127: Line 135:
 
| 120 - Pawn Social
 
| 120 - Pawn Social
 
| Nuzzle interval
 
| Nuzzle interval
|  
+
| Mathf.RoundToInt(parentDef.race.nuzzleMtbHours * 2500f).ToStringTicksToPeriod(true, false, true, true, false)
 
| How often an animal will nuzzle friendly colonists, on average.<br /><br />Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection.<br />Most humans find this cute and it will leave them in a good mood for a period of time.
 
| How often an animal will nuzzle friendly colonists, on average.<br /><br />Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection.<br />Most humans find this cute and it will leave them in a good mood for a period of time.
 
|  
 
|  
Line 184: Line 192:
 
| Growth
 
| Growth
 
|  
 
|  
| How close this creature is to adulthood.\n\nGrowth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one.
+
| How close this creature is to adulthood.<br /><br />Growth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one.
 
|  
 
|  
 
|-
 
|-
Line 216: Line 224:
 
| Work activities
 
| Work activities
 
|  
 
|  
| The work activities that can be performed by this mechanoid.<br /><br />The following list details which work activities can be done within each work type
+
| The work activities that can be performed by this mechanoid.<br /><br />The following list details which work activities can be done within each work type:<br />
 +
"<br /> - " + workTypeDef.gerundLabel.CapitalizeFirst()
 +
<br />"<br />  - " + workGiverDef.LabelCap
 
|  
 
|  
 
|-
 
|-
Line 439: Line 449:
 
| Cover effectiveness
 
| Cover effectiveness
 
|  
 
|  
| How effective this is when used as cover in a gunfight.\n\nHigher percentages will block more shots.
+
| How effective this is when used as cover in a gunfight.<br /><br />Higher percentages will block more shots.
 
|  
 
|  
 
|-
 
|-
Line 455: Line 465:
 
| Damage
 
| Damage
 
|  
 
|  
| The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor.
+
| The amount of damage this weapon deals.<br /><br />This may be deflected or mitigated by the target's armor.
 
|  
 
|  
 
|-
 
|-
Line 463: Line 473:
 
| Damage + extraLabelPart
 
| Damage + extraLabelPart
 
| damageAmount.ToString()
 
| damageAmount.ToString()
| The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor.
+
| The amount of damage this weapon deals.<br /><br />This may be deflected or mitigated by the target's armor.
  
 
|  
 
|  
Line 469: Line 479:
 
!<!-- public const int -->Thing_Turret
 
!<!-- public const int -->Thing_Turret
 
| 5600<!--;-->
 
| 5600<!--;-->
|  
+
| 110 - Pawn Combat
|  
+
| turret
|  
+
| this.Props.turretDef.LabelCap
|  
+
| The weapon mounted on this creature.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_TerrainRequirement
 
!<!-- public const int -->Thing_TerrainRequirement
 
| 1101<!--;-->
 
| 1101<!--;-->
|  
+
| 10 - Basics
|  
+
| Terrain requirement
|  
+
| array.ToCommaList(false, false).CapitalizeFirst()
|  
+
| This can only be placed on terrain of these types.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_WorkToUninstall
 
!<!-- public const int -->Thing_WorkToUninstall
 
| 1102<!--;-->
 
| 1102<!--;-->
|  
+
| 50 - Building
|  
+
| work to uninstall
|  
+
| this.uninstallWork.ToStringWorkAmount()
|  
+
| The amount of work it takes to uninstall this.
 
|  
 
|  
 
|-
 
|-
Line 550: Line 560:
 
!<!-- public const int -->Thing_RelicOf
 
!<!-- public const int -->Thing_RelicOf
 
| 1109<!--;-->
 
| 1109<!--;-->
 +
| 1 - Basics Important
 +
| Relic status
 +
| Relic
 +
| A widely sought-after item of religious or ideological significance.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Thing_RelicOf
|  
+
| 1109<!--;-->
 +
| 1 - Basics Important
 +
| Relic of
 +
| this.ideo.name
 +
| The ideology this relic belongs to.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_RelatedToIdeos
 
!<!-- public const int -->Thing_RelatedToIdeos
 
| 1110<!--;-->
 
| 1110<!--;-->
 +
| 1 - Basics Important
 +
| Related to
 +
| this.GetIdeosString(CompRitualSeat.tmpIdeos)
 +
| The ideoligions this thing belongs to.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Thing_RelatedToIdeos
|  
+
| 1110<!--;-->
 +
| 1 - Basics Important
 +
| Related to
 +
| this.ideo.name.ApplyTag(this.ideo).Resolve()
 +
| The ideoligions this thing belongs to.
 
|  
 
|  
 
|-
 
|-
Line 606: Line 632:
 
!<!-- public const int -->Thing_HackProgress
 
!<!-- public const int -->Thing_HackProgress
 
| 3100<!--;-->
 
| 3100<!--;-->
|  
+
| 10 - Basics
|  
+
| Hack progress
|  
+
| this.progress.ToStringWorkAmount() + " / " + this.defence.ToStringWorkAmount()
|  
+
| The amount of progress that has been made towards hacking this object.
 
|  
 
|  
 
|-
 
|-
Line 622: Line 648:
 
!<!-- public const int -->Thing_DeathrestEffectiveness
 
!<!-- public const int -->Thing_DeathrestEffectiveness
 
| 900<!--;-->
 
| 900<!--;-->
|  
+
| 50 - Building
|  
+
| Deathrest effectiveness
|  
+
| this.deathrestEffectivenessFactor.ToStringPercent()
|  
+
| A multiplier on how effective this is when used for deathrest. The higher this is, the less time a user needs to deathrest here.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->ThingDeathrestConnectionLimit
 
!<!-- public const int -->ThingDeathrestConnectionLimit
 
| 910<!--;-->
 
| 910<!--;-->
|  
+
| 50 - Building
|  
+
| Deathrest connection limit
|  
+
| (this.stackLimit <= 0) ? "Unlimited".Translate().ToString() : this.stackLimit.ToString()
|  
+
| How many of these buildings can connect to a deathrester while deathresting. This number is also limited by the person's deathrest capacity.
 
|  
 
|  
 
|-
 
|-
Line 698: Line 724:
 
!<!-- public const int -->Thing_Surgery_DeathOnFailChance
 
!<!-- public const int -->Thing_Surgery_DeathOnFailChance
 
| 4101<!--;-->
 
| 4101<!--;-->
| Building
+
| 90 - Surgical
|  
+
| Death chance on fail
|  
+
| 100%
 +
| The chance the patient will die upon failure of this surgery.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Surgery_DeathOnFailChance
 +
| 4101<!--;-->
 +
| 90 - Surgical
 +
| Death chance on fail
 +
| this.deathOnFailedSurgeryChance.ToStringPercent()
 +
| The chance the patient will die upon failure of this surgery.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_Surgery_SuccessChanceFactor
 
!<!-- public const int -->Thing_Surgery_SuccessChanceFactor
 
| 4102<!--;-->
 
| 4102<!--;-->
| Building
+
| 90 - Surgical
 +
| Success rate multiplier
 +
| Can't fail
 +
| Performing this operation is safe for the patient.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Surgery_SuccessChanceFactor
 +
| 4102<!--;-->
 +
| 90 - Surgical
 +
| Success rate multiplier
 +
| this.surgerySuccessChanceFactor.ToStringPercent()
 +
| A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers.<br /><br />The actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used.
 
|  
 
|  
 +
<!-- Apparel -->
 +
|-
 +
!<!-- public const int -->Thing_Apparel_Reloadable
 +
| 2749<!--;-->
 +
| 30 - Apparel
 +
| {CHARGENOUN_plural}
 +
| this.maxCharges.ToString()
 +
| The maximum number of {CHARGENOUN_plural} this object has.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Apparel_Reloadable
 +
| 2749<!--;-->
 +
| 30 - Apparel
 +
| {CHARGENOUN} reload cost
 +
| string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label)
 +
| The amount of items required to fully reload this object.<br /><br />This object can be reloaded before it is empty, but the cost is the same as if it was empty.
 
|  
 
|  
<!-- Apparel -->
 
 
|-
 
|-
 
!<!-- public const int -->Thing_Apparel_Reloadable
 
!<!-- public const int -->Thing_Apparel_Reloadable
 
| 2749<!--;-->
 
| 2749<!--;-->
 
| 30 - Apparel
 
| 30 - Apparel
 +
| Reload cost per {CHARGENOUN}
 +
| string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label)
 +
| The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Apparel_Reloadable
 +
| 2749<!--;-->
 +
| 30 - Apparel
 +
| Vanish on exhaust
 +
| Yes
 +
| This item will vanish when its last {CHARGENOUN} is used.
 
|  
 
|  
|  
+
|-
 +
!
 +
| 2749
 +
| 30 - Apparel
 +
| {CHARGENOUN_plural} remaining
 +
| this.LabelRemaining
 +
| The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used.
 
|  
 
|  
 
|-
 
|-
Line 725: Line 799:
 
| 30 - Apparel
 
| 30 - Apparel
 
| Covers
 
| Covers
|  
+
| coveredOuterPartsString
| Which body parts this covers.\n\nArmor does not protect body parts that it does not cover.
+
| Which body parts this covers.<br /><br />Armor does not protect body parts that it does not cover.
 
|  
 
|  
 
|-
 
|-
Line 733: Line 807:
 
| 30 - Apparel
 
| 30 - Apparel
 
| Layer
 
| Layer
|  
+
| this.apparel.GetLayersString()
| Which apparel layers this fills.\n\nFor a given body part, only one piece of apparel can be worn in each layer.
+
| Which apparel layers this fills.<br /><br />For a given body part, only one piece of apparel can be worn in each layer.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_Apparel_MaxSatisfiedTitle
 
!<!-- public const int -->Thing_Apparel_MaxSatisfiedTitle
 
| 2752<!--;-->
 
| 2752<!--;-->
| 30 - Apparel
+
|  
 
|  
 
|  
 
|  
 
|  
Line 767: Line 841:
 
| 30 - Apparel
 
| 30 - Apparel
 
| Gender
 
| Gender
|  
+
| this.apparel.gender.GetLabel(false).CapitalizeFirst()
 
| Certain apparel is generally preferred by one gender. Anyone else may be unhappy wearing it.
 
| Certain apparel is generally preferred by one gender. Anyone else may be unhappy wearing it.
 
|  
 
|  
Line 793: Line 867:
 
| Fertility sensitivity
 
| Fertility sensitivity
 
| this.fertilitySensitivity.ToStringPercent()
 
| this.fertilitySensitivity.ToStringPercent()
| How sensitive this plant is to soil fertility.\n\nLow sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil.
+
| How sensitive this plant is to soil fertility.<br /><br />Low sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil.
 
|  
 
|  
 
|-
 
|-
Line 827: Line 901:
 
| Growing time
 
| Growing time
 
| this.growDays.ToString("0.##") + " " + "Days".Translate()
 
| this.growDays.ToString("0.##") + " " + "Days".Translate()
| Plants only grow for part of the day, and only when lit.\n\nThis statistic measures the time the plant needs to spend actually growing to reach full size.\n\nThe actual real growing time will generally be about twice as long.\nLow temperatures also slow plant growth.
+
| Plants only grow for part of the day, and only when lit.<br /><br />This statistic measures the time the plant needs to spend actually growing to reach full size.<br /><br />The actual real growing time will generally be about twice as long.<br />Low temperatures also slow plant growth.
 
|  
 
|  
 
|-
 
|-
Line 835: Line 909:
 
| Growth rate
 
| Growth rate
 
| this.GrowthRate.ToStringPercent()
 
| this.GrowthRate.ToStringPercent()
| The rate at which a plant is growing.\n\nGrowth rate is affected by things like soil fertility, temperature, light, and environmental conditions.
+
| The rate at which a plant is growing.<br /><br />Growth rate is affected by things like soil fertility, temperature, light, and environmental conditions.
  
 
Multiplier for fertility:  + this.GrowthRateFactor_Fertility.ToStringPercent()
 
Multiplier for fertility:  + this.GrowthRateFactor_Fertility.ToStringPercent()
Line 849: Line 923:
 
| Lifespan
 
| Lifespan
 
| this.LifespanDays.ToString("0.##") + " " + "Days".Translate()
 
| this.LifespanDays.ToString("0.##") + " " + "Days".Translate()
| The lifespan of the plant.\n\nPlants naturally die after they reach a certain age, even if not harvested.
+
| The lifespan of the plant.<br /><br />Plants naturally die after they reach a certain age, even if not harvested.
 
|  
 
|  
 
|-
 
|-
Line 873: Line 947:
 
| Max growth temperature
 
| Max growth temperature
 
| 58f.ToStringTemperature("F1")
 
| 58f.ToStringTemperature("F1")
| The maximum temperature this plant can survive.\n\nTemperatures above this will cause damage over time.
+
| The maximum temperature this plant can survive.<br /><br />Temperatures above this will cause damage over time.
 
|  
 
|  
 
|-
 
|-
Line 881: Line 955:
 
| Min growth temperature
 
| Min growth temperature
 
| 0f.ToStringTemperature("F1")
 
| 0f.ToStringTemperature("F1")
| The minimum temperature this plant can survive.\n\nTemperatures below this will cause damage over time.
+
| The minimum temperature this plant can survive.<br /><br />Temperatures below this will cause damage over time.
 
|  
 
|  
 
<!-- Ingestible -->
 
<!-- Ingestible -->
Line 907: Line 981:
 
| Psyfocus
 
| Psyfocus
 
| "+" + this.offset.ToStringPercent()
 
| "+" + this.offset.ToStringPercent()
| Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.\n\nHigher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation.
+
| Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.<br /><br />Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation.
 
|  
 
|  
 
|-
 
|-
Line 1,091: Line 1,165:
 
!<!-- public const int -->Thing_Weapon_Reloadable
 
!<!-- public const int -->Thing_Weapon_Reloadable
 
| 5440<!--;-->
 
| 5440<!--;-->
 +
| 44 - Weapon (Ranged)
 +
| {CHARGENOUN_plural} remaining
 +
| this.LabelRemaining
 +
| The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Weapon_Reloadable
 +
| 5440<!--;-->
 +
| 44 - Weapon (Ranged)
 +
| {CHARGENOUN_plural}
 +
| this.maxCharges.ToString()
 +
| The maximum number of {CHARGENOUN_plural} this object has.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_Weapon_Reloadable
 +
| 5440<!--;-->
 +
| 44 - Weapon (Ranged)
 +
| {CHARGENOUN} reload cost
 +
| string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label)
 +
| The amount of items required to fully reload this object.<br /><br />This object can be reloaded before it is empty, but the cost is the same as if it was empty.
 
|  
 
|  
|  
+
|-
 +
!<!-- public const int -->Thing_Weapon_Reloadable
 +
| 5440<!--;-->
 +
| 44 - Weapon (Ranged)
 +
| Reload cost per {CHARGENOUN}
 +
| string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label)
 +
| The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once.
 
|  
 
|  
 
|-
 
|-
Line 1,102: Line 1,200:
 
| Stopping power
 
| Stopping power
 
| verb.defaultProjectile.projectile.stoppingPower.ToString("F1")
 
| verb.defaultProjectile.projectile.stoppingPower.ToString("F1")
| Hits from this weapon will stagger targets, slowing their movement for several seconds.\n\nTargets with a body size larger than the stopping power will be unaffected.
+
| Hits from this weapon will stagger targets, slowing their movement for several seconds.<br /><br />Targets with a body size larger than the stopping power will be unaffected.
 
|  
 
|  
 
|-
 
|-
Line 1,110: Line 1,208:
 
| Armor penetration
 
| Armor penetration
 
|  
 
|  
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
+
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
 
|  
 
|  
 
|-
 
|-
Line 1,118: Line 1,216:
 
| Armor penetration + extraLabelPart
 
| Armor penetration + extraLabelPart
 
| armorPenetration.ToStringPercent()
 
| armorPenetration.ToStringPercent()
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
+
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
 
|  
 
|  
 
|-
 
|-
Line 1,131: Line 1,229:
 
}
 
}
 
num.ToStringPercent()
 
num.ToStringPercent()
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
+
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
 
|  
 
|  
 
|-
 
|-
Line 1,144: Line 1,242:
 
}
 
}
 
num2.ToStringPercent()
 
num2.ToStringPercent()
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
+
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
 
|  
 
|  
 
|-
 
|-
Line 1,232: Line 1,330:
 
| Miss radius
 
| Miss radius
 
| verb.ForcedMissRadius.ToString("0.#")
 
| verb.ForcedMissRadius.ToString("0.#")
| The radius of random spread on shots fired by this weapon.\n\nHigh values make projectiles disperse randomly around the target.
+
| The radius of random spread on shots fired by this weapon.<br /><br />High values make projectiles disperse randomly around the target.
 
|  
 
|  
 
|-
 
|-
Line 1,257: Line 1,355:
 
| 13 - Terrain
 
| 13 - Terrain
 
| Supports
 
| Supports
 +
| array.ToCommaList(false, false).CapitalizeFirst()
 +
| The things this terrain supports.
 
|  
 
|  
|  
+
|-
 +
!
 +
| 2000
 +
| 13 - Terrain
 +
| Considered
 +
| Fine
 +
| This floor is considered fine and suitable for royalty.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_PowerConsumption
 
!<!-- public const int -->Thing_PowerConsumption
 
| 5000<!--;-->
 
| 5000<!--;-->
|  
+
| 50 - Building
|  
+
| Power consumption
|  
+
| this.PowerConsumption.ToString("F0") + " W"
|  
+
| The amount of power this building will draw from the power grid.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_RearmCost
 
!<!-- public const int -->Thing_RearmCost
 
| 3170<!--;-->
 
| 3170<!--;-->
|  
+
| 50 - Building
|  
+
| Rearm cost
|  
+
| GenLabel.ThingLabel(this.Props.fuelFilter.AnyAllowedDef, null, this.GetFuelCountToFullyRefuel()).CapitalizeFirst()
|  
+
| Resources needed to rearm this turret.
 +
----
 +
Resources needed to rearm this turret (affected by difficulty).
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_ShotsBeforeRearm
 
!<!-- public const int -->Thing_ShotsBeforeRearm
 
| 3171<!--;-->
 
| 3171<!--;-->
|  
+
| 50 - Building
|  
+
| Shots before rearm
|  
+
| ((int)this.fuelCapacity).ToString()
|  
+
| How many shots this turret can fire before it has to be rearmed.
 
|  
 
|  
 
|-
 
|-
Line 1,319: Line 1,427:
 
!<!-- public const int -->Thing_TrapArmorPeneration
 
!<!-- public const int -->Thing_TrapArmorPeneration
 
| 3000<!--;-->
 
| 3000<!--;-->
 +
| 50 - Building
 +
| Trap armor penetration
 +
| f = StatDefOf.TrapMeleeDamage.Worker.GetValue(req, true) * 0.015f
 +
f.ToStringPercent()
 +
| Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Thing_JoyKind
 +
| 4750<!--;-->
 +
| 50 - Building
 +
| recreation type
 +
| this.joyKind.LabelCap
 
|  
 
|  
|
+
Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types.
|
+
 
 +
All recreation types:
 +
<br />  -
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_JoyKind
 
!<!-- public const int -->Thing_JoyKind
 
| 4750<!--;-->
 
| 4750<!--;-->
 +
| 10 - Basics
 +
| recreation type
 +
| Reading
 
|  
 
|  
|
+
Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types.
|
+
 
|
+
<br />"  - " + joyKindDef.LabelCap
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Thing_Fence
 
!<!-- public const int -->Thing_Fence
 
| 4800<!--;-->
 
| 4800<!--;-->
|  
+
| 50 - Building
|  
+
| Fence
|  
+
| Yes
|  
+
| Whether this building is a type of fence. Fences block these animals:<br /><br />- <br />
 
|  
 
|  
 
|-
 
|-
Line 1,345: Line 1,469:
 
| 2 - Basics Non Pawn Important
 
| 2 - Basics Non Pawn Important
 
| Minimum title ({FACTION_name})
 
| Minimum title ({FACTION_name})
|  
+
| minTitleToUse.GetLabelCapForBothGenders()
 
| {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.
 
| {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.
 
----
 
----
Line 1,355: Line 1,479:
 
!<!-- public const int -->Thing_RoomRequirements
 
!<!-- public const int -->Thing_RoomRequirements
 
| 2101<!--;-->
 
| 2101<!--;-->
 +
| 50 - Building
 +
| Room requirements
 +
| string valueString = (from r in presenceDemand.roomRequirements
 +
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst();
 +
<br />valueString
 +
| string reportText = (from r in presenceDemand.roomRequirements
 +
select r.LabelCap(null)).ToLineList("  - ", false);
 +
<br />reportText
 
|  
 
|  
|
+
|-
|
 
|
 
|
 
|-
 
 
!<!-- public const int -->Thing_Studiable
 
!<!-- public const int -->Thing_Studiable
 
| 3000<!--;-->
 
| 3000<!--;-->
Line 1,371: Line 1,499:
 
!<!-- public const int -->Thing_Paintable
 
!<!-- public const int -->Thing_Paintable
 
| 6000<!--;-->
 
| 6000<!--;-->
 +
| 50 - Building
 +
| Paintable
 +
| this.paintable.ToStringYesNo()
 +
| Whether this can be painted using dye.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Thing_Paintable
|  
+
| 6000<!--;-->
 +
| 50 - Building
 +
| Paint color
 +
| this.PaintColorDef.LabelCap
 +
| The color this building was painted.
 
|  
 
|  
 
<!-- Hediff -->
 
<!-- Hediff -->
Line 1,380: Line 1,516:
 
!<!-- public const int -->Hediff_Affects
 
!<!-- public const int -->Hediff_Affects
 
| 4080<!--;-->
 
| 4080<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Affects
|  
+
| stringBuilder.ToString()
|  
+
| The mental abilities this affects.
|  
+
|
 
|-
 
|-
 
!<!-- public const int -->Hediff_NaturalHealingFactor
 
!<!-- public const int -->Hediff_NaturalHealingFactor
 
| 4020<!--;-->
 
| 4020<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Natural healing factor
|  
+
| stage.naturalHealingFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor)
|  
+
| A multiplier applied to the overall rate of natural wound healing.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_Regeneration
 
!<!-- public const int -->Hediff_Regeneration
 
| 4025<!--;-->
 
| 4025<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Healing
|  
+
| {string.Format("{0:0}", stage.regeneration)} hp/day
|  
+
| A flat amount of healing per day.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_FoodPoisoningChanceFactor
 
!<!-- public const int -->Hediff_FoodPoisoningChanceFactor
 
| 4030<!--;-->
 
| 4030<!--;-->
 +
| 10 - Basics
 +
| Food poisoning chance factor
 +
| stage.foodPoisoningChanceFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor)
 +
| A multiplier applied to the chance of getting food poisoning.
 
|  
 
|  
|
+
|-
|
 
|
 
|
 
|-
 
 
!<!-- public const int -->Hediff_BleedingRate
 
!<!-- public const int -->Hediff_BleedingRate
 
| 4040<!--;-->
 
| 4040<!--;-->
|  
+
| 10 - Basics
|  
+
| Bleeding
|  
+
| instance.BleedRateScaled.ToStringPercent() + "/" + "LetterDay".Translate()
|  
+
| The rate at which this condition causes blood loss.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_TotalBleedingFactor
 
!<!-- public const int -->Hediff_TotalBleedingFactor
 
| 4041<!--;-->
 
| 4041<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Total bleed factor
|  
+
| stage.totalBleedFactor.ToStringPercent()
|  
+
| A multiplier applied to the overall rate of blood loss.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_HungerRateFactor
 
!<!-- public const int -->Hediff_HungerRateFactor
 
| 4051<!--;-->
 
| 4051<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Hunger rate
|  
+
| "x" + stage.hungerRateFactor.ToStringPercent()
|  
+
| A multiplier on the rate at which the food need depletes.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_TirednessFactor
 
!<!-- public const int -->Hediff_TirednessFactor
 
| 4050<!--;-->
 
| 4050<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Tiredness
|  
+
| "x" + stage.restFallFactor.ToStringPercent()
|  
+
| A multiplier applied to the rate at which the creature's sleep need falls.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_HungerRateOffset
 
!<!-- public const int -->Hediff_HungerRateOffset
 
| 4051<!--;-->
 
| 4051<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Hunger rate offset
|  
+
| stage.hungerRateFactorOffset.ToStringSign() + stage.hungerRateFactorOffset.ToStringPercent()
|  
+
| An offset on the rate at which the food need depletes.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_TirednessOffset
 
!<!-- public const int -->Hediff_TirednessOffset
 
| 4050<!--;-->
 
| 4050<!--;-->
 +
| 100 - Capacity Effects
 +
| Sleep fall rate
 +
| stage.restFallFactorOffset.ToStringSign() + stage.restFallFactorOffset.ToStringPercent()
 +
| An offset applied to the rate at which the creature's sleep need falls.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Hediff_Pain
|  
+
| 4050<!--;-->
 +
| 100 - Capacity Effects
 +
| Pain
 +
| (num * 100f).ToString("+###0;-###0") + "%"
 +
| The amount of pain caused by this condition.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_Pain
 
!<!-- public const int -->Hediff_Pain
 
| 4050<!--;-->
 
| 4050<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| Pain
|  
+
| "x" + num2.ToStringPercent()
|  
+
| The amount of pain caused by this condition.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_PartEfficiency
 
!<!-- public const int -->Hediff_PartEfficiency
 
| 4050<!--;-->
 
| 4050<!--;-->
|  
+
| 10 - Basics
|  
+
| Part efficiency
|  
+
| stage.partEfficiencyOffset.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Offset)
|  
+
| The offset in efficiency applied to body parts affected by this.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_PartEfficiencyAbsolute
 
!<!-- public const int -->Hediff_PartEfficiencyAbsolute
 
| 5000<!--;-->
 
| 5000<!--;-->
|  
+
| 10 - Basics
|  
+
| Part efficiency
|  
+
| instance.def.addedPartProps.partEfficiency.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Absolute)
|  
+
| How efficiently this functions compared to a natural body part.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_PreventsInfection
 
!<!-- public const int -->Hediff_PreventsInfection
 
| 4050<!--;-->
 
| 4050<!--;-->
 +
| 100 - Capacity Effects
 +
| Prevents infection
 +
| (from im in stage.makeImmuneTo
 +
select im.label).ToCommaList(false, false).CapitalizeFirst()
 +
| Whether or not this will prevent infections.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Hediff_CapacityModification
 +
| 4060<!--;-->
 +
| 100 - Capacity Effects
 +
| capMod.capacity.GetLabelFor().CapitalizeFirst()
 +
| (capMod.offset * 100f).ToString("+#;-#") + "%"
 +
| capMod.capacity.description
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Hediff_CapacityModification
 +
| 4060<!--;-->
 +
| 100 - Capacity Effects
 +
| capMod.capacity.GetLabelFor().CapitalizeFirst()
 +
| "x" + capMod.postFactor.ToStringPercent()
 +
| capMod.capacity.description
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_CapacityModification
 
!<!-- public const int -->Hediff_CapacityModification
 
| 4060<!--;-->
 
| 4060<!--;-->
 +
| 100 - Capacity Effects
 +
| capMod.capacity.GetLabelFor().CapitalizeFirst()
 +
| "max".Translate().CapitalizeFirst() + " " + capMod.EvaluateSetMax(instance.pawn).ToStringPercent()
 +
| capMod.capacity.description
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Hediff_StatModification
 +
| 4070<!--;-->
 +
| 100 - Capacity Effects
 +
| statModifier.stat.LabelCap
 +
| statModifier.stat.Worker.ValueToString(num4, false, ToStringNumberSense.Offset)
 +
| statModifier.stat.description
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Hediff_StatModification
 +
| 4070<!--;-->
 +
| 100 - Capacity Effects
 +
| statModifierBySeverity.stat.LabelCap
 +
| statModifierBySeverity.stat.Worker.ValueToString(val, false, ToStringNumberSense.Offset)
 +
| statModifierBySeverity.stat.description
 
|  
 
|  
|  
+
|-
 +
!<!-- public const int -->Hediff_StatModification
 +
| 4070<!--;-->
 +
| 100 - Capacity Effects
 +
| statModifier2.stat.LabelCap
 +
| statModifier2.stat.Worker.ValueToString(num5, false, ToStringNumberSense.Factor)
 +
| statModifier2.stat.description
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_StatModification
 
!<!-- public const int -->Hediff_StatModification
 
| 4070<!--;-->
 
| 4070<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| statModifierBySeverity2.stat.LabelCap
|  
+
| statModifierBySeverity2.stat.Worker.ValueToString(val2, false, ToStringNumberSense.Factor)
|  
+
| statModifierBySeverity2.stat.description
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Hediff_DamageFactor
 
!<!-- public const int -->Hediff_DamageFactor
 
| 4075<!--;-->
 
| 4075<!--;-->
|  
+
| 100 - Capacity Effects
|  
+
| {DAMAGE_label} weakness
|  
+
----
|  
+
{DAMAGE_label} resistance
 +
| "x" + num6.ToStringPercent()
 +
| {DAMAGE_label} damage that this creature receives is multiplied by this amount.
 
|  
 
|  
 
<!-- Recipe -->
 
<!-- Recipe -->
Line 1,517: Line 1,704:
 
!<!-- public const int -->Recipe_EfficiencyStat
 
!<!-- public const int -->Recipe_EfficiencyStat
 
| 4401<!--;-->
 
| 4401<!--;-->
|  
+
| 10 - Basics
|  
+
| Output quantity governed by
|  
+
| this.efficiencyStat.LabelCap
|  
+
| Which stat governs the quality or amount of output.<br /><br />The higher the stat of the worker is, the higher the quality or yield will be.
 
|  
 
|  
 
|-
 
|-
Line 1,531: Line 1,718:
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Recipe_Products
+
!<!-- public const int -->Recipe_Ingredients
 
| 4405<!--;-->
 
| 4405<!--;-->
 +
| 10 - Basics
 +
| Ingredients
 +
| (from ic in this.ingredients
 +
select ic.SummaryFor(this)).ToCommaList(false, false)
 +
| The ingredients required to perform this recipe.
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Recipe_Ingredients
 +
| 4405<!--;-->
 +
| 50 - Building
 +
| Resources to make
 +
| BuildableDef.tmpCostList.ToCommaList(false, false).CapitalizeFirst()
 +
| The resources required to construct this.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Recipe_Products
 +
| 4405<!--;-->
 +
| 10 - Basics
 +
| Products
 +
| (from pr in this.products
 +
select pr.Summary).ToCommaList(false, false)
 +
| The products produced by this recipe.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Recipe_Skill
 
!<!-- public const int -->Recipe_Skill
 
| 4404<!--;-->
 
| 4404<!--;-->
|  
+
| 10 - Basics
|  
+
| Skill
|  
+
| this.workSkill.LabelCap
|  
+
| The main skill used while performing this recipe.<br /><br />It determines the quality of the result, and is learned while performing this recipe.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Recipe_SkillRequirements
 
!<!-- public const int -->Recipe_SkillRequirements
 
| 4403<!--;-->
 
| 4403<!--;-->
|  
+
| 10 - Basics
|  
+
| Skill Requirements
|  
+
| (from sr in this.skillRequirements
|  
+
select sr.Summary).ToCommaList(false, false)
 +
| The skills required to perform this recipe.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Recipe_WorkSpeedStat
 
!<!-- public const int -->Recipe_WorkSpeedStat
 
| 4402<!--;-->
 
| 4402<!--;-->
|  
+
| 10 - Basics
|  
+
| Work speed governed by
|  
+
| this.workSpeedStat.LabelCap
|  
+
| Which character stat governs the workspeed of this recipe.<br /><br />The higher the stat of the worker is, the faster work will be done.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Title_Permits
 
!<!-- public const int -->Title_Permits
 
| 99999<!--;-->
 
| 99999<!--;-->
|  
+
| 1 - Basics Important
|  
+
| Title privileges
|  
+
| (from r in this.permits
|  
+
select r.label).ToCommaList(false, false).CapitalizeFirst()
 +
| (from r in this.permits
 +
select r.LabelCap.ToString()).ToLineList("  - ", true)
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Title_ApparelRequirements
 
!<!-- public const int -->Title_ApparelRequirements
 
| 99998<!--;-->
 
| 99998<!--;-->
 +
| 1 - Basics Important
 +
| Minimum apparel quality
 +
| this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst()
 +
| this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst()
 
|  
 
|  
 +
|-
 +
!<!-- public const int -->Title_ApparelRequirements
 +
| 99998<!--;-->
 +
| 1 - Basics Important
 +
| Required apparel
 +
| ""
 +
| Holders of this title must be covered in some combination of + ":<br /><br />" + "Male".Translate().CapitalizeFirst() + ":<br />" + this.RequiredApparelListForGender(Gender.Male, req.Pawn).ToLineList("  - ", false) + "<br /><br />" + "Female".Translate().CapitalizeFirst() + ":<br />" + this.RequiredApparelListForGender(Gender.Female, req.Pawn).ToLineList("  - ", false)
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Title_RoomRequirements
 +
| 99997<!--;-->
 +
| 1 - Basics Important
 +
| Bedroom requirements
 +
| string valueString2 = (from r in this.bedroomRequirements
 +
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
 +
<br />valueString2
 +
| string reportText2 = (from r in this.bedroomRequirements
 +
select r.LabelCap(null)).ToLineList("  - ", false)
 +
<br />reportText2
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Title_RoomRequirements
 
!<!-- public const int -->Title_RoomRequirements
 
| 99997<!--;-->
 
| 99997<!--;-->
|  
+
| 1 - Basics Important
|  
+
| Throneroom requirements
|  
+
| string valueString3 = (from r in this.throneRoomRequirements
|  
+
select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
 +
<br />valueString3
 +
| string reportText3 = (from r in this.throneRoomRequirements
 +
select r.LabelCap(null)).ToArray<string>().ToLineList("  - ")
 +
<br />reportText3
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Title_RequiredMeals
 
!<!-- public const int -->Title_RequiredMeals
 
| 99995<!--;-->
 
| 99995<!--;-->
|  
+
| 1 - Basics Important
|  
+
| Allowed foods
|  
+
| (from m in this.SatisfyingMeals(true)
|  
+
select m.label).ToCommaList(false, false).CapitalizeFirst()
 +
| A holder of this title will only eat these foods, unless they are starving or on a caravan.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Title_DisabledWorkTypes
 
!<!-- public const int -->Title_DisabledWorkTypes
 
| 99994<!--;-->
 
| 99994<!--;-->
|  
+
| 1 - Basics Important
|  
+
| Disallowed work types
|  
+
| enumerable.ToCommaList(false, false).CapitalizeFirst()
|  
+
| enumerable.ToLineList(" -  ", true)
 
|  
 
|  
 
|-
 
|-
Line 1,612: Line 1,845:
 
The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on.
 
The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on.
 
----
 
----
Can use {0} focus type because:\n
+
Can use {0} focus type because:<br />
  + \n\n
+
  + <br /><br />
{0} focus objects:\n +  + \n\n
+
{0} focus objects:<br /> +  + <br /><br />
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->ContainerContents
 
!<!-- public const int -->ContainerContents
 
| 1200<!--;-->
 
| 1200<!--;-->
 +
| 50 - Building
 +
| Contents
 +
| this.LabelCapWithTotalCount
 +
| this.LabelCapWithTotalCount
 
|  
 
|  
|
+
|-
|
 
|
 
|
 
|-
 
 
!<!-- public const int -->Pawn_RequiredApparel
 
!<!-- public const int -->Pawn_RequiredApparel
 
| 100<!--;-->
 
| 100<!--;-->
Line 1,683: Line 1,916:
 
| An adult. Human adults fully mature at the age of 18.
 
| An adult. Human adults fully mature at the age of 18.
 
----
 
----
A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists.\n\nChildren can do various types of work, depending on their age:<br /><br />(age {0})  - <br /><br />As a child ages, they will gain additional passions and traits.\n\nChildren have various child-specific learning needs and require special child-sized apparel.\n\nChildren under the age of 8 won't crawl when injured.\n\nAt age 13, human children become adults.
+
A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists.<br /><br />Children can do various types of work, depending on their age:<br /><br />(age {0})  - <br /><br />As a child ages, they will gain additional passions and traits.<br /><br />Children have various child-specific learning needs and require special child-sized apparel.<br /><br />Children under the age of 8 won't crawl when injured.<br /><br />At age 13, human children become adults.
 
----
 
----
A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed.\n\nAt age 3, human babies become children.
+
A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed.<br /><br />At age 3, human babies become children.
 
|  
 
|  
 
|-
 
|-
 
!<!-- public const int -->Gene_StatModifier
 
!<!-- public const int -->Gene_StatModifier
 
| 4050<!--;-->
 
| 4050<!--;-->
| 200 - Genetics
+
| 100 - Capacity Effects
 
|  
 
|  
 
|  
 
|  
Line 1,696: Line 1,929:
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_PainFactor
+
!  
| 4060<!--;-->
+
| 4070
| 200 - Genetics
+
| 100 - Capacity Effects
 +
| this.statOffsets[i].stat.LabelCap
 +
| this.statOffsets[i].ValueToStringAsOffset
 +
| this.statOffsets[i].stat.description
 
|  
 
|  
 +
|-
 +
!
 +
| 4070
 +
| 100 - Capacity Effects
 +
| this.statFactors[i].stat.LabelCap
 +
| this.statFactors[i].ToStringAsFactor
 +
| this.statFactors[i].stat.description
 
|  
 
|  
 +
|-
 +
!
 +
| 4060
 +
| 100 - Capacity Effects
 +
| this.capMods[i].capacity.GetLabelFor().CapitalizeFirst()
 +
| (this.capMods[i].offset * 100f).ToString("+#;-#") + "%"
 +
| this.capMods[i].capacity.description
 
|  
 
|  
 +
|-
 +
!
 +
| 4060
 +
| 100 - Capacity Effects
 +
| this.capMods[i].capacity.GetLabelFor().CapitalizeFirst()
 +
| "x" + this.capMods[i].postFactor.ToStringPercent()
 +
| this.capMods[i].capacity.description
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_PainOffset
+
!  
| 4070<!--;-->
+
| 4060
| 200 - Genetics
+
| 100 - Capacity Effects
|  
+
| this.capMods[i].capacity.GetLabelFor().CapitalizeFirst()
|  
+
| "max".Translate().CapitalizeFirst() + " " + this.capMods[i].EvaluateSetMax(req.Pawn).ToStringPercent()
|  
+
| this.capMods[i].capacity.description
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_ForcedTraits
+
!<!-- public const int -->Gene_StatModifier
| 4080<!--;-->
+
| 4050<!--;-->
| 200 - Genetics
+
| 100 - Capacity Effects
 
|  
 
|  
 
|  
 
|  
Line 1,720: Line 1,977:
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_Aptitudes
+
!<!-- public const int -->Gene_PainFactor
| 4090<!--;-->
+
| 4060<!--;-->
| 200 - Genetics
+
|  
 +
|
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 +
|-
 +
!
 +
| 4050
 +
| 100 - Capacity Effects
 +
| Pain
 +
| "x" + this.painFactor.ToStringPercent()
 +
| The amount of pain caused by this condition.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_Genes
+
!<!-- public const int -->Gene_PainOffset
| 999<!--;-->
+
| 4070<!--;-->
| 200 - Genetics
+
|  
| Genes
 
 
|  
 
|  
| Genes:
 
 
|  
 
|  
|-
 
!<!-- public const int -->Gene_Complexity
 
| 998<!--;-->
 
| 200 - Genetics
 
| Total complexity
 
----
 
Complexity
 
 
|  
 
|  
| The total complexity of all the genes in use.
 
----
 
How much complexity this adds to the process of gene assembly.
 
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_Metabolism
+
!  
| 997<!--;-->
+
| 4050
| 200 - Genetics
+
| 100 - Capacity Effects
| Metabolic efficiency <!-- Total -->
+
| Pain
----
+
| (this.painOffset * 100f).ToString("+###0;-###0") + "%"
Metabolic efficiency <!-- Single -->
+
| The amount of pain caused by this condition.
 
|  
 
|  
| The total metabolic efficiency of all genes in the genome. High efficiency means a person needs less food; low efficiency means they must eat more.
+
|-
----
+
!
The total metabolic efficiency of these genes when assembled. High efficiency means a person needs less food; low efficiency means they must eat more.
+
| 4050
 +
| 100 - Capacity Effects
 +
| Non-{GENE} romance chance
 +
| "x" + this.missingGeneRomanceChanceFactor.ToStringPercent()
 +
| A multiplier on chance of having a romantic relationship with someone who does not have this gene.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_Archites
+
!<!-- public const int -->Gene_ForcedTraits
| 995<!--;-->
+
| 4080<!--;-->
| 200 - Genetics
+
| 100 - Capacity Effects
| Archite capsules <!-- Total -->
+
| Forced traits
----
+
| string text = (from x in this.forcedTraits
Archite capsules <!-- Single -->
+
select x.def.DataAtDegree(x.degree).label).ToLineList(null, true)
 +
<br />text
 +
| These traits will be added. All conflicting traits will become suppressed. + "<br /><br />" + text
 
|  
 
|  
| Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
+
|-
----
+
!<!-- public const int -->Gene_Aptitudes
Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
+
| 4090<!--;-->
 +
| 100 - Capacity Effects
 +
| Aptitudes
 +
| string text2 = (from x in this.aptitudes
 +
select x.skill.LabelCap.ToString() + " " + x.level.ToStringWithSign()).ToLineList(null, true)
 +
<br />text2
 +
| Aptitude makes an individual perform at a higher or lower level than their learned skill.<br /><br />For example, an aptitude of +1 for a skill means that a person with level 5 in that skill will perform as though they were at level 6.<br /><br />The total value cannot exceed level 20 or fall below level 1. + "<br /><br />" + text2
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_HemogenOffset
+
!<!-- public const int -->Gene_Genes
| 1000<!--;-->
+
| 999<!--;-->
| 2 - Basics Non Pawn Important
+
| 200 - Genetics
| Hemogen
+
| Genes
|  
+
| (from x in this.genes
| Hemogen is a biological energy source derived from compounds in human blood. Baseliner humans produce it endogenously and consume it over time in their own internal balance. Some human xenotypes use it as a kind of fuel for specific abilities, while others must consume it to survive at all.
+
select x.label).ToCommaList(false, false).CapitalizeFirst()
 +
| Genes:
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Gene_DeathrestCapacity
+
!<!-- public const int -->Gene_Complexity
| 1010<!--;-->
+
| 998<!--;-->
| 2 - Basics Non Pawn Important
+
| 200 - Genetics
| Deathrest capacity
+
| Total complexity
 +
| this.ComplexityTotal.ToStringWithSign()
 +
| The total complexity of all the genes in use.
 
|  
 
|  
| This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.
+
|-
 
+
!<!-- public const int -->Gene_Complexity
Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders.
+
| 998<!--;-->
 +
| 200 - Genetics
 +
| Complexity
 +
| this.biostatCpx.ToString()
 +
| How much complexity this adds to the process of gene assembly.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Xenotype_Genes
+
!<!-- public const int -->Gene_Metabolism
| 1000<!--;-->
+
| 997<!--;-->
 
| 200 - Genetics
 
| 200 - Genetics
|  
+
| Metabolic efficiency
|  
+
| this.MetabolismTotal.ToStringWithSign()
|  
+
| The total metabolic efficiency of all genes in the genome. High efficiency means a person needs less food; low efficiency means they must eat more.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Xenotype_Heritable
+
!<!-- public const int -->Gene_Metabolism
| 990<!--;-->
+
| 997<!--;-->
 
| 200 - Genetics
 
| 200 - Genetics
 +
| Metabolic efficiency
 +
| this.biostatMet.ToString()
 +
| The total metabolic efficiency of these genes when assembled. High efficiency means a person needs less food; low efficiency means they must eat more.
 
|  
 
|  
|  
+
|-
|  
+
!<!-- public const int -->Gene_Archites
 +
| 995<!--;-->
 +
| 200 - Genetics
 +
| Archite capsules
 +
| this.genes.Sum((GeneDef x) => x.biostatArc).ToString()
 +
| Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Content_Source
+
!<!-- public const int -->Gene_Archites
| 90000<!--;-->
+
| 995<!--;-->
| 999 - Content Source
+
| 200 - Genetics
|  
+
| Archite capsules
|  
+
| this.biostatArc.ToString()
|  
+
| Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Ritual_Offering
+
!<!-- public const int -->Gene_HemogenOffset
 
| 1000<!--;-->
 
| 1000<!--;-->
| 500 - Psychic Ritual
+
| 2 - Basics Non Pawn Important
| Offering
+
| Hemogen
 
|  
 
|  
| The ingredients required to perform the psychic ritual.
+
| Hemogen is a biological energy source derived from compounds in human blood. Baseliner humans produce it endogenously and consume it over time in their own internal balance. Some human xenotypes use it as a kind of fuel for specific abilities, while others must consume it to survive at all.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Ritual_Duration
+
!<!-- public const int -->Gene_DeathrestCapacity
| 500<!--;-->
+
| 1010<!--;-->
| 500 - Psychic Ritual
+
| 2 - Basics Non Pawn Important
| Ritual duration
+
| Deathrest capacity
 
|  
 
|  
| The time it takes to perform this ritual.
+
| This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.
 +
 
 +
Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders.
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Ritual_Cooldown
+
!<!-- public const int -->Gene_DeathrestCapacity
| 100<!--;-->
+
| 1010<!--;-->
| 500 - Psychic Ritual
+
| 200 - Genetics
| Cooldown
+
| Deathrest capacity
 +
| this.deathrestCapacity.ToString()
 +
| This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.<br /><br />Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders.
 
|  
 
|  
| After a ritual is performed, it disrupts ambient psychic energy for a period of time. During this time, the ritual can't be performed again.
+
|-
 +
!<!-- public const int -->Xenotype_Genes
 +
| 1000<!--;-->
 +
| 10 - Basics
 +
| Genes
 +
| (from x in this.genes
 +
select x.label).ToCommaList(false, false).CapitalizeFirst()
 +
| The genes associated with this xenotype. + "<br /><br />" + (from x in this.genes
 +
select x.label).ToLineList("  - ", true)
 
|  
 
|  
 
|-
 
|-
!  
+
!<!-- public const int -->Xenotype_Heritable
| 100
+
| 990<!--;-->
| 600 - Containment
+
| 10 - Basics
| Bioferrite generation
+
| Genes are heritable
| if pawn is not a mutant, or a mutant doesn't produce bioferrite, and bioferrite hasn't been extracted, then bioferrite per day = body size * bioferrite density (density is 1 by default if not stated)
+
| this.inheritable.ToStringYesNo()
| How much bioferrite this entity generates per day when connected to a bioferrite harvester.
+
| Whether or not this xenotype can be passed on to children.
 
+
|  
Base value: 1
 
 
 
Multiplier for body size {pawn.BodySize.ToString("F2")}: x + pawn.BodySize.ToStringPercent()
 
Multiplier for bioferrite density: x + compProducesBioferrite.Props.bioferriteDensity.ToStringPercent()
 
Multiplier for bioferrite extracted recently: x + 0f.ToStringPercent()
 
 
 
Final value: + CompProducesBioferrite.BioferritePerDay(pawn).ToString("F1")
 
| overridesHideStats = true
 
 
|-
 
|-
!<!-- public const int -->Containment_StrengthOffset
+
!<!-- public const int -->Content_Source
| 500<!--;-->
+
| 90000<!--;-->
| 600 - Containment
+
| 999 - Content Source
 
|  
 
|  
 
|  
 
|  
Line 1,862: Line 2,146:
 
|  
 
|  
 
|-
 
|-
!<!-- public const int -->Serum_Duration
+
!<!-- public const int -->Ritual_Offering
 
| 1000<!--;-->
 
| 1000<!--;-->
| 700 - Serum
+
| 500 - Psychic Ritual
| Duration
+
| Offering
 
|  
 
|  
| How long the effects of a serum last.  
+
| The ingredients required to perform the psychic ritual.
 +
|
 +
|-
 +
!<!-- public const int -->Ritual_Duration
 +
| 500<!--;-->
 +
| 500 - Psychic Ritual
 +
| Ritual duration
 +
|
 +
| The time it takes to perform this ritual.
 +
|
 +
|-
 +
!<!-- public const int -->Ritual_Cooldown
 +
| 100<!--;-->
 +
| 500 - Psychic Ritual
 +
| Cooldown
 +
|
 +
| After a ritual is performed, it disrupts ambient psychic energy for a period of time. During this time, the ritual can't be performed again.
 
|  
 
|  
 
|-
 
|-
 
!  
 
!  
| 50 - Building
+
| 100
 +
| 600 - Containment
 +
| Bioferrite generation
 +
| if pawn is not a mutant, or a mutant doesn't produce bioferrite, and bioferrite hasn't been extracted, then bioferrite per day = body size * bioferrite density (density is 1 by default if not stated)
 +
| How much bioferrite this entity generates per day when connected to a bioferrite harvester.
 +
 
 +
Base value: 1
 +
 
 +
Multiplier for body size {pawn.BodySize.ToString("F2")}: x + pawn.BodySize.ToStringPercent()
 +
Multiplier for bioferrite density: x + compProducesBioferrite.Props.bioferriteDensity.ToStringPercent()
 +
Multiplier for bioferrite extracted recently: x + 0f.ToStringPercent()
 +
 
 +
Final value: + CompProducesBioferrite.BioferritePerDay(pawn).ToString("F1")
 +
| overridesHideStats = true
 +
|-
 +
!<!-- public const int -->Containment_StrengthOffset
 +
| 500<!--;-->
 +
| 600 - Containment
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
!<!-- public const int -->Serum_Duration
 +
| 1000<!--;-->
 +
| 700 - Serum
 +
| Duration
 +
|
 +
| How long the effects of a serum last.
 +
|
 +
|-
 +
!
 +
| 50 - Building
 
| BedRestEffectiveness
 
| BedRestEffectiveness
 
| BedRestEffectiveness
 
| BedRestEffectiveness
 
|  
 
|  
 +
|
 +
|
 +
|-
 +
!
 +
| 99999
 +
| 10 - Basics
 +
| Required weight class
 +
| (from w in this.def.building.requiredMechWeightClasses
 +
select w.ToStringHuman()).ToCommaList(false, false).CapitalizeFirst()
 +
| The weight class of mechanoid which can use this recharger. The following mechanoids are compatible: <br /><br /> + (from pk in source
 +
select pk.LabelCap.Resolve()).ToLineList(" - ", false);
 +
|
 +
|-
 +
!
 +
|
 +
| 60 - Ability
 +
| StatDefOf.Ability_GoodwillImpact
 +
| int num = this.comps.OfType<CompProperties_AbilityEffect>().Sum((CompProperties_AbilityEffect e) => e.goodwillImpact);
 +
(float)num
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 60 - Ability
 +
| StatDefOf.Ability_RequiredPsylink
 +
| (float)this.level
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 60 - Ability
 +
| StatDefOf.Ability_CastingTime
 +
| this.verbProperties.warmupTime
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 60 - Ability
 +
| StatDefOf.Ability_Range
 +
| this.verbProperties.range
 +
|
 +
|
 +
|-
 +
!
 +
| 1001
 +
| 60 - Ability
 +
| Target
 +
| if (this.cachedTargets == null)
 +
{
 +
this.cachedTargets = new List<string>();
 +
if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetSelf)
 +
{
 +
this.cachedTargets.Add("TargetSelf".Translate());
 +
}
 +
if (this.verbProperties.targetParams.canTargetLocations)
 +
{
 +
this.cachedTargets.Add("TargetGround".Translate());
 +
}
 +
if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetHumans)
 +
{
 +
this.cachedTargets.Add("TargetHuman".Translate());
 +
}
 +
if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetAnimals)
 +
{
 +
this.cachedTargets.Add("TargetAnimal".Translate());
 +
}
 +
}
 +
 +
this.cachedTargets.ToCommaList(false, false).CapitalizeFirst()
 +
| The types of targets on which this ability can be used.
 +
|
 +
|-
 +
!
 +
| 1000
 +
| 60 - Ability
 +
| Line of sight required
 +
| this.verbProperties.requireLineOfSight ? Yes : No
 +
| ""
 +
|
 +
|-
 +
!
 +
| this.need.listPriority
 +
| 30 - Drug
 +
| this.need.LabelCap
 +
| (this.offset >= 0f) ? "+" : string.Empty + this.offset.ToStringPercent()
 +
| this.need.description
 +
|
 +
|-
 +
!
 +
|
 +
| 74 - Stuff Stat Factors
 +
| stuffDef.stuffProps.statFactors[i].stat
 +
| stuffDef.stuffProps.statFactors[i].value
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 74 - Stuff Stat Factors
 +
| statModifierQuality.stat
 +
| statModifierQuality.ToStringAsFactorRange
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 77 - Stuff Stat Offsets
 +
| stuffDef.stuffProps.statOffsets[i].stat
 +
| stuffDef.stuffProps.statOffsets[i].value
 +
|
 +
|
 +
|-
 +
!
 +
|
 +
| 77 - Stuff Stat Offsets
 +
| statModifierQuality2.stat
 +
| statModifierQuality2.ToStringAsOffsetRange
 
|  
 
|  
 
|  
 
|  

Latest revision as of 03:10, 8 October 2024

Stat Display Order[edit]

Stat Display
Order
Category Label Value
String
Report
Text
Properties
Description 99999 1 - Basics Important Description
Quality 99999 1 - Basics Important Quality An item's quality is how well-made it is.
HitPointsBasic 99998 1 - Basics Important Hit points How much damage an object can take before being destroyed.
Race 2100 11 - Basics Pawn Race
Race 2100 11 - Basics Pawn Race A unique human variant with a set of xenogenes that do not fall into any known xenotype.
Race_Wildness 2050 11 - Basics Pawn Wildness Wilder creatures are naturally more difficult to tame, train, and handle.

Training decay interval: + TrainableUtility.DegradationPeriodTicks(def).ToStringTicksToDays("F1")


Tameness will never decay for animals that can be kept behind fences.


Tameness will never decay for animals of very low wildness.

Race_FenceBlocked 2040 11 - Basics Pawn Blocked by fences Whether this creature is blocked by fences and barricades.
Race_RoamInterval 2030 11 - Basics Pawn Roam interval How often a tame animal will attempt to roam away and exit the map.

Animals will only roam if they have a direct path to the map edge. You can use fences, barricades, walls, and doors to prevent this.

Animal handlers can rope roaming animals and bring them back to a pen.
Race_LeatherType 3550 11 - Basics Pawn Leather type The type of leather this creature will yield when butchered.
Race_LifeExpectancy 2000 11 - Basics Pawn Life expectancy The average life expectancy of this creature.
Race_Trainability 2500 11 - Basics Pawn Trainability This creature's general mental aptitude for training. This is a combination of intelligence and attentiveness. It determines which kinds of tasks this creature can be trained to perform.
Race_NutritationEatenPerDay 1600 11 - Basics Pawn Food consumption
Race_Diet 1500 11 - Basics Pawn Diet The kinds of food this creature is capable of eating.

Can eat: {0}
Race_BodySize 500 11 - Basics Pawn Body size The size of this creature's body, compared to an average adult human.
Race_BodySize 500 10 - Basics Body size this.InnerPawn.BodySize.ToString("F2") The size of this creature's body, compared to an average adult human.
Race_NuzzleInterval 500 120 - Pawn Social Nuzzle interval Mathf.RoundToInt(parentDef.race.nuzzleMtbHours * 2500f).ToStringTicksToPeriod(true, false, true, true, false) How often an animal will nuzzle friendly colonists, on average.

Nuzzling is a behavior shared by many animal species, where the animal presses its nose or muzzle against a friend as a sign of affection.
Most humans find this cute and it will leave them in a good mood for a period of time.
Race_KnowledgeGain 2550 600 - Containment Knowledge gain from study The type and amount of anomaly knowledge that can be obtained when this entity is studied. More sophisticated entities can unlock more advanced anomaly research projects.
Race_StudyPeriod 2545 600 - Containment Study interval The duration between available study periods for this entity.
Humanlike_AgeRateMultiplier 4195 11 - Basics Pawn Age rate multiplier A multiplier on how quickly this person ages biologically based on their current age.
Race_Animal_TameFailedRevengeChance 511 11 - Basics Pawn Revenge chance on tame fail The chance that this creature will attack when a tamer tries to tame it and fails.
Race_Animal_HarmedRevengeChance 510 11 - Basics Pawn Revenge chance on harm The chance this creature will attack when harmed.

This chance increases up to three times if the attacker is closer.

This chance is applied each time damage is taken. This means that slower-firing, higher-damage weapons are less likely to trigger it while hunting.
Race_Animal_PackAnimal 2202 11 - Basics Pawn Pack animal Whether this animal is appropriate to use to carry items in a caravan over long distances.
Race_Growth 2206 11 - Basics Pawn Growth How close this creature is to adulthood.

Growth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one.
Race_Animal_Sex 2208 11 - Basics Pawn Sex
Race_Mechanoids_WeightClass 500 13 - Mechanoid Weight class The weight class of this mech.
Race_Mechanoids_WorkSkill 501 140 - Pawn Work Work skill The skill level that this mechanoid acts with.
Race_Mechanoids_WorkActivities 502 140 - Pawn Work Work activities The work activities that can be performed by this mechanoid.

The following list details which work activities can be done within each work type:

"
- " + workTypeDef.gerundLabel.CapitalizeFirst()
"
- " + workGiverDef.LabelCap

Race_Mechanoids_Recharger 503 13 - Mechanoid Recharger needed The type of recharger that this mechanoid can use to recover energy. This is based on the mechanoid's weight class.
Animal_GestationTime 10000 13 - Animal Productivity Gestation time The time this species takes to gestate its offspring or eggs.
Animal_LitterSize 9990 13 - Animal Productivity Litter size The number of offspring this creature creates per litter. If this is a range, any specific litter will have a random number of offspring in this range.
Animal_AdultAge 9980 13 - Animal Productivity Growth time How long it normally takes for this creature to reach adulthood. This time will be longer if the creature starves.
Animal_AdultMeatAmount 9970 13 - Animal Productivity Adult meat amount The base amount of meat yielded by butchering an adult member of this species. The actual yield is affected by other factors such as damage to the body and butcher skill.
Animal_MeatPerDayDuringGrowth 9960 13 - Animal Productivity Meat per day during growth This creature gains this amount of meat for each day it grows, up until it reaches adulthood.

This value is calculated from the meat amount and growth time.

Animal_GrassToMaintain 9950 13 - Animal Productivity Grass to maintain The typical number of grass plants that this creature needs in order to fulfill its dietary needs. This is based on normal grass at typical growth rates and ignores winter.
Animal_EggType 9940 13 - Animal Productivity Egg type The type of egg this creature lays.
Animal_EggsPerYear 9930 13 - Animal Productivity Eggs per year The number of eggs this creature will lay per year. Some creatures need to be fertilized to lay eggs. Egg laying will be slower if the creature starves.
Animal_EggNutrition 9920 13 - Animal Productivity Egg nutrition The amount of nutrition in a single egg laid by this creature.
Animal_EggNutritionYearly 9910 13 - Animal Productivity Egg nutrition per year The amount of yearly nutrition generated by eggs laid by this creature each year.

This value is calculated from eggs per year and egg nutrition.

Animal_EggMarketValue 9900 13 - Animal Productivity Egg market value The market value of a single laid egg.
Animal_EggMarketValueYearly 9890 13 - Animal Productivity Egg value per year The total value of eggs normally laid over the course of a year.

This is calculated from eggs per year and egg market value.

Animal_MilkType 9880 13 - Animal Productivity Milk type The type of milk this creature produces.
Animal_MilkAmount 9870 13 - Animal Productivity Milk amount The amount of milk this creature produces each time it is milked.
Animal_MilkProductionDays 9860 13 - Animal Productivity Milking interval The amount of time this creature needs between milkings.
Animal_MilkPerYear 9850 13 - Animal Productivity Milk per year The amount of milk produced by this animal over the course of a year.

This is calculated from milk amount and milking interval.

Animal_MilkValue 9840 13 - Animal Productivity Milk market value The value of one unit of this creature's milk.
Animal_MilkYearlyValue 9830 13 - Animal Productivity Milk value per year The market value of one year's worth of milk from this creature, assuming it never goes hungry and is milked instantly at the end of each milk interval.

This is calculated from milk per year and milk market value.

Animal_WoolType 9820 13 - Animal Productivity Wool type The type of wool produced by this creature.
Animal_WoolAmount 9810 13 - Animal Productivity Wool amount The amount of wool yielded by this creature each time it is shorn.
Animal_WoolGrowthTime 9800 13 - Animal Productivity Wool shearing interval The time after shearing before this creature can be shorn again.
Animal_WoolPerYear 9790 13 - Animal Productivity Wool amount per year The amount of wool produced by this creature per year.

This is calculated from wool amount and wool shearing interval.

Animal_WoolValue 9780 13 - Animal Productivity Wool market value The market value of one unit of this creature's wool.
Animal_WoolValuePerYear 9770 13 - Animal Productivity Wool value per year The market value of one year's worth of wool from this creature.

This is calculated from wool amount per year and wool market value.

Thing_CoverEffectiveness 2000 10 - Basics Cover effectiveness How effective this is when used as cover in a gunfight.

Higher percentages will block more shots.
Thing_ConstructionSkillRequired 1100 10 - Basics {0} skill required Requires this level of {0} in order to build.
Thing_Damage 5500 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) Damage The amount of damage this weapon deals.

This may be deflected or mitigated by the target's armor.
Thing_Damage 5500 10 - Basics Damage + extraLabelPart damageAmount.ToString() The amount of damage this weapon deals.

This may be deflected or mitigated by the target's armor.
Thing_Turret 5600 110 - Pawn Combat turret this.Props.turretDef.LabelCap The weapon mounted on this creature.
Thing_TerrainRequirement 1101 10 - Basics Terrain requirement array.ToCommaList(false, false).CapitalizeFirst() This can only be placed on terrain of these types.
Thing_WorkToUninstall 1102 50 - Building work to uninstall this.uninstallWork.ToStringWorkAmount() The amount of work it takes to uninstall this.
Thing_Stuff 1100 1 - Basics Important Stuff The stuff this thing is made of. This affects many other stats, including weapon damage, apparel armor and insulation, item and building hit points, beauty, market value, and much more.
Thing_Ingredients 1102
Thing_CreatedAt 1103 10 - Basics Created at Which facilities can be used to produce this.
Thing_Biocoded 1104 12 - Basics Non Pawn Biocoding This item has been coded to only accept a particular individual's bio-signature.
Thing_Biocoded 1104 44 - Weapon (Ranged) Traits This weapon's individual traits.
Thing_Biocoded 1104 48 - Weapon (Melee) Traits This weapon's individual traits.
Thing_Style 1108 12 - Basics Non Pawn Style An object's style determines its appearance. This has no gameplay effect. Styles often form the differing methods of construction used by people of different beliefs and cultures.
Thing_RelicOf 1109 1 - Basics Important Relic status Relic A widely sought-after item of religious or ideological significance.
Thing_RelicOf 1109 1 - Basics Important Relic of this.ideo.name The ideology this relic belongs to.
Thing_RelatedToIdeos 1110 1 - Basics Important Related to this.GetIdeosString(CompRitualSeat.tmpIdeos) The ideoligions this thing belongs to.
Thing_RelatedToIdeos 1110 1 - Basics Important Related to this.ideo.name.ApplyTag(this.ideo).Resolve() The ideoligions this thing belongs to.
Thing_DominantStyle 6005 12 - Basics Non Pawn Dominating style The style presented by this object. This style may be associated with some ideoligions. Different people respond differently to certain styles, according to their ideoligious beliefs.

Satisfies ideoligions:
-
Thing_ConnectedPawn 6010 12 - Basics Non Pawn Connected to The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}.
Thing_ConnectionStrength 6000 12 - Basics Non Pawn Connection strength Determines how many dryads this tree can support.
Thing_GauranlenProductionMode 5990 12 - Basics Non Pawn Dryad caste Determines the currently created dryad caste.
Thing_GauranlenMaxDryads 5980 12 - Basics Non Pawn Max dryads The maximum number of dryads this tree can support.

Max dryads based on connection strength: -
Unconnected:
- {0} strength:
Thing_HackProgress 3100 10 - Basics Hack progress this.progress.ToStringWorkAmount() + " / " + this.defence.ToStringWorkAmount() The amount of progress that has been made towards hacking this object.
Thing_DeteriorationPercent 3300
Thing_DeathrestEffectiveness 900 50 - Building Deathrest effectiveness this.deathrestEffectivenessFactor.ToStringPercent() A multiplier on how effective this is when used for deathrest. The higher this is, the less time a user needs to deathrest here.
ThingDeathrestConnectionLimit 910 50 - Building Deathrest connection limit (this.stackLimit <= 0) ? "Unlimited".Translate().ToString() : this.stackLimit.ToString() How many of these buildings can connect to a deathrester while deathresting. This number is also limited by the person's deathrest capacity.
Thing_MealIngredients 1000 2 - Basics Non Pawn Important Ingredients The ingredients used to make this meal.
Thing_MealDietaryType 995 2 - Basics Non Pawn Important Dietary type The type of meal produced. Some people have preferences for specific types of meals.
Thing_Meat_SourceSpecies 1200 11 - Basics Pawn Source species if (flag)

{ valueString = string.Join(", ", (from x in list where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString = string.Format("({0})", "NotYetDiscovered".Translate()); }

The species of creature from which this was taken.
Thing_Meat_SourceSpecies 1200 11 - Basics Pawn Source species if (flag2)

{ valueString2 = string.Join(", ", (from x in list2 where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString2 = string.Format("({0})", "NotYetDiscovered".Translate()); }

The species of creature from which this was taken.
70 - Equipped Stat Offsets this.equippedStatOffsets[i].stat num3
Thing_Surgery_DeathOnFailChance 4101 90 - Surgical Death chance on fail 100% The chance the patient will die upon failure of this surgery.
Thing_Surgery_DeathOnFailChance 4101 90 - Surgical Death chance on fail this.deathOnFailedSurgeryChance.ToStringPercent() The chance the patient will die upon failure of this surgery.
Thing_Surgery_SuccessChanceFactor 4102 90 - Surgical Success rate multiplier Can't fail Performing this operation is safe for the patient.
Thing_Surgery_SuccessChanceFactor 4102 90 - Surgical Success rate multiplier this.surgerySuccessChanceFactor.ToStringPercent() A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers.

The actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used.
Thing_Apparel_Reloadable 2749 30 - Apparel {CHARGENOUN_plural} this.maxCharges.ToString() The maximum number of {CHARGENOUN_plural} this object has.
Thing_Apparel_Reloadable 2749 30 - Apparel {CHARGENOUN} reload cost string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) The amount of items required to fully reload this object.

This object can be reloaded before it is empty, but the cost is the same as if it was empty.
Thing_Apparel_Reloadable 2749 30 - Apparel Reload cost per {CHARGENOUN} string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label) The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once.
Thing_Apparel_Reloadable 2749 30 - Apparel Vanish on exhaust Yes This item will vanish when its last {CHARGENOUN} is used.
2749 30 - Apparel {CHARGENOUN_plural} remaining this.LabelRemaining The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used.
Thing_Apparel_Covers 2750 30 - Apparel Covers coveredOuterPartsString Which body parts this covers.

Armor does not protect body parts that it does not cover.
Thing_Apparel_Layer 2751 30 - Apparel Layer this.apparel.GetLayersString() Which apparel layers this fills.

For a given body part, only one piece of apparel can be worn in each layer.
Thing_Apparel_MaxSatisfiedTitle 2752
Thing_Apparel_CountsAsClothingNudity 2753 30 - Apparel Clothing (for nudity) Yes

No

Whether nudists will consider this item to be a piece of clothing. If not, nudists will never be bothered by wearing this.
Thing_Apparel_ValidLifestage 2748 30 - Apparel Lifestage this.apparel.developmentalStageFilter.ToCommaList(false).CapitalizeFirst() Certain apparel requires that the wearer be within a specific age range.
Thing_Apparel_Gender 2749 30 - Apparel Gender this.apparel.gender.GetLabel(false).CapitalizeFirst() Certain apparel is generally preferred by one gender. Anyone else may be unhappy wearing it.
Thing_Plant_Attributes 4157 10 - Basics Attributes Harvestable, limited lifespan The attributes of this plant.
Thing_Plant_FertilityRequirement 4156 10 - Basics Fertility requirement this.fertilityMin.ToStringPercent() The minimum soil fertility that this plant requires to grow.
Thing_Plant_FertilitySensitivity 4155 10 - Basics Fertility sensitivity this.fertilitySensitivity.ToStringPercent() How sensitive this plant is to soil fertility.

Low sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil.
Thing_Plant_HarvestYield 4150 10 - Basics Harvest yield Mathf.CeilToInt(this.harvestYield * Find.Storyteller.difficulty.cropYieldFactor).ToString("F0")

Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.cropYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)}

The amount of product this plant will yield when harvested.
Thing_Plant_Lifespan 4160 10 - Basics
Thing_Plant_Age 4170 10 - Basics Age valueString How long this has been alive.
Thing_Plant_GrowingTime 4158 10 - Basics Growing time this.growDays.ToString("0.##") + " " + "Days".Translate() Plants only grow for part of the day, and only when lit.

This statistic measures the time the plant needs to spend actually growing to reach full size.

The actual real growing time will generally be about twice as long.
Low temperatures also slow plant growth.
Thing_Plant_GrowthRate 4158 10 - Basics Growth rate this.GrowthRate.ToStringPercent() The rate at which a plant is growing.

Growth rate is affected by things like soil fertility, temperature, light, and environmental conditions.

Multiplier for fertility: + this.GrowthRateFactor_Fertility.ToStringPercent()
Multiplier for temperature: + this.GrowthRateFactor_Temperature.ToStringPercent()
Multiplier for light: + this.GrowthRateFactor_Light.ToStringPercent()
Multiplier for acidic smog: + this.GrowthRateFactor_NoxiousHaze.ToStringPercent()
Final value: + this.GrowthRate.ToStringPercent()

Thing_Plant_LifeSpan 4150 10 - Basics Lifespan this.LifespanDays.ToString("0.##") + " " + "Days".Translate() The lifespan of the plant.

Plants naturally die after they reach a certain age, even if not harvested.
Thing_Plant_LightRequirement 4154 10 - Basics Light requirement this.growMinGlow.ToStringPercent() The amount of light this plant requires to grow.
Thing_Plant_MinGrowingSkillToSow 4151 10 - Basics Minimum growing skill to sow this.sowMinSkill.ToString() The minimum skill needed for a farmer to to sow this plant.
Thing_Plant_MaxGrowthTemperature 4153 10 - Basics Max growth temperature 58f.ToStringTemperature("F1") The maximum temperature this plant can survive.

Temperatures above this will cause damage over time.
Thing_Plant_MinGrowthTemperature 4152 10 - Basics Min growth temperature 0f.ToStringTemperature("F1") The minimum temperature this plant can survive.

Temperatures below this will cause damage over time.
Thing_Ingestible_MaxSatisfiedTitle 4752 10 - Basics Max satisfied title this.MaxSatisfiedTitle().GetLabelCapForBothGenders() The highest royal title whose food requirements are satisfied by this.
Thing_Ingestible_Joy 4751 30 - Drug if has DrugCategory, else 10 - Basics Recreation this.joy.ToStringPercent("F0") + " (" + this.JoyKind.label + ")" The recreational value of ingesting this. Higher numbers will fulfill the recreation need more.
1000 30 - Drug Psyfocus "+" + this.offset.ToStringPercent() Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.

Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation.
Thing_Drug_Chemical 2490 30 - Drug Chemical The active chemical in this.

In some cases, the same chemical is present in multiple different drugs. These different drugs will satisfy the same addiction in different ways.

Thing_Drug_DrugCategory 2485 30 - Drug Drug category this.drugCategory.GetLabel().CapitalizeFirst() The category this drug belongs to.
Thing_Drug_HighGainPerDose 2480 30 - Drug High gain per dose The intensity of high gained per dose of this drug.
Thing_Drug_HighFallRate 2470 30 - Drug High fall rate How much this drug's high will decay each day.
Thing_Drug_HighDurationPerDose 2460 30 - Drug High duration per dose How long this drug's high will last per dose.

This is calculated from the high gained per dose and the high fall rate.

Thing_Drug_ToleranceGainPerDose 2450 30 - Drug Tolerance gain per dose How much a user's tolerance to the chemical will increase for each dose of this drug.

This can be different for different forms of the same chemical.

Thing_Drug_ToleranceFallRate 2440 30 - Drug Tolerance fall rate How much a user's tolerance to the chemical will fall per day.
Thing_Drug_NewAddictionMinTolerance 2437 110 - Drug Addiction New addiction min tolerance The minimum tolerance required to become newly addicted to this drug.

If a user is below this tolerance level, they can't become newly addicted from taking a dose.

Thing_Drug_SafeDoseInterval 2435 30 - Drug Safe dose interval for adults An adult will only become addicted if they take the drug more often than this.

This is calculated from the drug's minimum tolerance to addict, the tolerance gain per dose, and the rate of tolerance decay. Some drugs don't have a safe interval. Such drugs can addict on any dose, even the first one.

Note that the safe dose interval depends on a person's body size.

Thing_Drug_NewAddictionChance 2428 110 - Drug Addiction New addiction chance The chance of addiction per dose of this drug.

If the drug has a minimum tolerance to addict, the tolerance must be above that level for this to apply. If there is no minimum tolerance, any dose can cause an addiction.

Thing_Drug_NewAddictionSeverity 2427 110 - Drug Addiction Addiction initial severity New addictions caused by this drug begin at this severity level.

Taking more of the drug will increase addiction severity, while time will reduce it.

Thing_Drug_AddictionSeverityPerDose 2424 110 - Drug Addiction Addiction severity per dose How much severity is added to an existing addiction for each dose of this drug.

Addiction severity cannot go above 100%.

Thing_Drug_AddictionNeedOffset 2420 110 - Drug Addiction Addiction need fill per dose How much each dose of this drug fills an addict's need for the chemical.
Thing_Drug_AddictionNeedFallRate 2410 110 - Drug Addiction Addiction need fall rate How quickly an addict's need for the chemical will fall.
Thing_Drug_AddictionNeedInterval 2400 110 - Drug Addiction Addiction need dose interval How often an addict needs to take a dose of this drug to feed the addiction and prevent withdrawal.

This is calculated from the addiction need fall rate and the need fill per dose.

Thing_Drug_AddictionRecoveryTime 2395 110 - Drug Addiction Addiction recovery time How long it takes to recover from an initial addiction to this drug.

This is be calculated from the new addiction severity divided by the rate of addiction recovery. An addiction which has been fed will take longer.

Thing_Drug_AddictionCostPerDay 2390 110 - Drug Addiction Addiction cost The market value of drugs that must be consumed per day to support an addiction to this drug without going into withdrawal.

This value is calculated from the addict's chemical need per dose, the need fall rate, and the market value of this drug.

Note that there may be other ways to get the same chemical with different costs.

Thing_Drug_RandomODChance 2380 30 - Drug Random overdose chance The chance of a random overdose when taking this drug. Random overdoses can happen on any dose, whether it's a new user's first try or an experienced addict's hundredth hit.
Thing_Drug_MedicineXpGainFactor 1000 10 - Basics Experience gain factor A multiplier on the amount of experience doctors gain when using this to tend a patient.
Thing_Weapon_Reloadable 5440 44 - Weapon (Ranged) {CHARGENOUN_plural} remaining this.LabelRemaining The number of {CHARGENOUN_plural} remaining on this object. If these run out, the special ability can no longer be used.
Thing_Weapon_Reloadable 5440 44 - Weapon (Ranged) {CHARGENOUN_plural} this.maxCharges.ToString() The maximum number of {CHARGENOUN_plural} this object has.
Thing_Weapon_Reloadable 5440 44 - Weapon (Ranged) {CHARGENOUN} reload cost string.Format("{0} {1}", this.ammoCountToRefill, this.ammoDef.label) The amount of items required to fully reload this object.

This object can be reloaded before it is empty, but the cost is the same as if it was empty.
Thing_Weapon_Reloadable 5440 44 - Weapon (Ranged) Reload cost per {CHARGENOUN} string.Format("{0} {1}", this.ammoCountPerCharge, this.ammoDef.label) The amount of items required to reload one {CHARGENOUN}. Multiple {CHARGENOUN_plural} can be reloaded at once.
Thing_Weapon_StoppingPower 5402 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Stopping power verb.defaultProjectile.projectile.stoppingPower.ToString("F1") Hits from this weapon will stagger targets, slowing their movement for several seconds.

Targets with a body size larger than the stopping power will be unaffected.
Thing_Weapon_ArmorPenetration 5400 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Armor penetration Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
Thing_Weapon_ArmorPenetration 5400 10 - Basics Armor penetration + extraLabelPart armorPenetration.ToStringPercent() Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
Thing_Weapon_ArmorPenetration 5400 48 - Weapon (Melee) Armor penetration + extraLabelPart float num = verb.meleeArmorPenetrationBase;

if (num < 0f) { num = (float)meleeDamageBaseAmount * 0.015f; } num.ToStringPercent()

Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
Thing_Weapon_ArmorPenetration 5400 48 - Weapon (Melee) Armor penetration + extraLabelPart float num2 = tool.armorPenetration;

if (num2 < 0f) { num2 = tool.power * 0.015f; } num2.ToStringPercent()

Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
Thing_Weapon_BurstShotFireRate 5392 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Fire rate dmgBuildingsPassable.ToString("0.##") + " rpm" The fire rate of this weapon during each burst.
Thing_Weapon_BurstShotCount 5391 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Burst shot count burstShotCount.ToString() The amount of shots this weapon fires in each burst.
Thing_Weapon_Range 5390 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Range dmgBuildingsImpassable.ToString("F0") The maximum range of this weapon.
Thing_Weapon 5389 1 - Basics Important Weapon turret.LabelCap The weapon used by this turret.
Thing_Weapon_MeleeWarmupTime 3555 44 - Weapon (Melee) How much time passes between when a melee attack with this weapon begins and when it hits.
Thing_Weapon_MeleeWarmupTime 3555 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) Aiming time 0.## s How much time passes between when a ranged attack begins aiming and when it fires.
Thing_Weapon_BuildingDamageFactor 5410 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) Building damage factor Damage to all buildings is multiplied by this value.
Thing_WeaponBuildingDamageFactorImpassable 5420 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) Building damage factor (impassable) Damage to all impassable buildings is multiplied by this value.
Thing_WeaponBuildingDamageFactorPassable 5430 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) Building damage factor (passable) Damage to all passable buildings is multiplied by this value.
Thing_Weapon_DirectHitChance 3560 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Direct hit chance (1f / (float)GenRadial.NumCellsInRadius(verb.ForcedMissRadius)).ToStringPercent() The chance that a shot will directly hit its target if not intercepted, dodged or stopped.
Thing_Weapon_MissRadius 3557 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) Miss radius verb.ForcedMissRadius.ToString("0.#") The radius of random spread on shots fired by this weapon.

High values make projectiles disperse randomly around the target.
Thing_Mineable 2200 1 - Basics Important Mined item this.building.mineableThing.LabelCap The item that will be yielded when mining this.
Thing_Mineable 2200 10 - Basics Mining yield Mathf.CeilToInt((float)this.building.EffectiveMineableYield).ToString("F0") The maximum amount of items yielded when mining this. The actual yield will be adjusted by the mining skill of the miner.

Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.mineYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)}

Thing_Terrain_Supports 2000 13 - Terrain Supports array.ToCommaList(false, false).CapitalizeFirst() The things this terrain supports.
2000 13 - Terrain Considered Fine This floor is considered fine and suitable for royalty.
Thing_PowerConsumption 5000 50 - Building Power consumption this.PowerConsumption.ToString("F0") + " W" The amount of power this building will draw from the power grid.
Thing_RearmCost 3170 50 - Building Rearm cost GenLabel.ThingLabel(this.Props.fuelFilter.AnyAllowedDef, null, this.GetFuelCountToFullyRefuel()).CapitalizeFirst() Resources needed to rearm this turret.

Resources needed to rearm this turret (affected by difficulty).

Thing_ShotsBeforeRearm 3171 50 - Building Shots before rearm ((int)this.fuelCapacity).ToString() How many shots this turret can fire before it has to be rearmed.
Thing_BodyPartEfficiency 4000 10 - Basics Body part efficiency The overall efficiency of this body part.
Thing_InstallSites 3990 10 - Basics Install sites Areas on the body where this can be installed.
Thing_ReplacesParts 3980 10 - Basics Replaces parts Body parts which are replaced by this when installed.
Thing_MoodChange 3500 10 - Basics Mood change + recipes.Count<RecipeDef>() >= 2 ? (" (" + def.addsHediff.label + ")") : "" thoughtDef.stages.First<ThoughtStage>().baseMoodEffect.ToStringByStyle(ToStringStyle.Integer, ToStringNumberSense.Offset) This body part's effect on the mood of the owner.
Thing_TrapArmorPeneration 3000 50 - Building Trap armor penetration f = StatDefOf.TrapMeleeDamage.Worker.GetValue(req, true) * 0.015f

f.ToStringPercent()

Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.
Thing_JoyKind 4750 50 - Building recreation type this.joyKind.LabelCap

Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types.

All recreation types:
-

Thing_JoyKind 4750 10 - Basics recreation type Reading

Different sources of recreation satisfy different recreation types. Colonists become bored of doing the same recreation type repeatedly, so it is important to provide a variety of recreation sources with different recreation types.


" - " + joyKindDef.LabelCap

Thing_Fence 4800 50 - Building Fence Yes Whether this building is a type of fence. Fences block these animals:

-
Thing_MinimumRoyalTitle 2100 2 - Basics Non Pawn Important Minimum title ({FACTION_name}) minTitleToUse.GetLabelCapForBothGenders() {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.

{FACTION_name} has laws which limit the use of this weapon to those with specific titles. Each time you attack with the weapon, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.


Each upgrade level of this implant requires a specific title in {FACTION_name} to be used legally.

Thing_RoomRequirements 2101 50 - Building Room requirements string valueString = (from r in presenceDemand.roomRequirements

select r.Label(null)).ToCommaList(false, false).CapitalizeFirst();
valueString

string reportText = (from r in presenceDemand.roomRequirements

select r.LabelCap(null)).ToLineList(" - ", false);
reportText

Thing_Studiable 3000 12 - Basics Non Pawn Study How much of the total possible study you have performed on this object.
Thing_Paintable 6000 50 - Building Paintable this.paintable.ToStringYesNo() Whether this can be painted using dye.
Thing_Paintable 6000 50 - Building Paint color this.PaintColorDef.LabelCap The color this building was painted.
Hediff_Affects 4080 100 - Capacity Effects Affects stringBuilder.ToString() The mental abilities this affects.
Hediff_NaturalHealingFactor 4020 100 - Capacity Effects Natural healing factor stage.naturalHealingFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor) A multiplier applied to the overall rate of natural wound healing.
Hediff_Regeneration 4025 100 - Capacity Effects Healing {string.Format("{0:0}", stage.regeneration)} hp/day A flat amount of healing per day.
Hediff_FoodPoisoningChanceFactor 4030 10 - Basics Food poisoning chance factor stage.foodPoisoningChanceFactor.ToStringByStyle(ToStringStyle.FloatTwo, ToStringNumberSense.Factor) A multiplier applied to the chance of getting food poisoning.
Hediff_BleedingRate 4040 10 - Basics Bleeding instance.BleedRateScaled.ToStringPercent() + "/" + "LetterDay".Translate() The rate at which this condition causes blood loss.
Hediff_TotalBleedingFactor 4041 100 - Capacity Effects Total bleed factor stage.totalBleedFactor.ToStringPercent() A multiplier applied to the overall rate of blood loss.
Hediff_HungerRateFactor 4051 100 - Capacity Effects Hunger rate "x" + stage.hungerRateFactor.ToStringPercent() A multiplier on the rate at which the food need depletes.
Hediff_TirednessFactor 4050 100 - Capacity Effects Tiredness "x" + stage.restFallFactor.ToStringPercent() A multiplier applied to the rate at which the creature's sleep need falls.
Hediff_HungerRateOffset 4051 100 - Capacity Effects Hunger rate offset stage.hungerRateFactorOffset.ToStringSign() + stage.hungerRateFactorOffset.ToStringPercent() An offset on the rate at which the food need depletes.
Hediff_TirednessOffset 4050 100 - Capacity Effects Sleep fall rate stage.restFallFactorOffset.ToStringSign() + stage.restFallFactorOffset.ToStringPercent() An offset applied to the rate at which the creature's sleep need falls.
Hediff_Pain 4050 100 - Capacity Effects Pain (num * 100f).ToString("+###0;-###0") + "%" The amount of pain caused by this condition.
Hediff_Pain 4050 100 - Capacity Effects Pain "x" + num2.ToStringPercent() The amount of pain caused by this condition.
Hediff_PartEfficiency 4050 10 - Basics Part efficiency stage.partEfficiencyOffset.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Offset) The offset in efficiency applied to body parts affected by this.
Hediff_PartEfficiencyAbsolute 5000 10 - Basics Part efficiency instance.def.addedPartProps.partEfficiency.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Absolute) How efficiently this functions compared to a natural body part.
Hediff_PreventsInfection 4050 100 - Capacity Effects Prevents infection (from im in stage.makeImmuneTo

select im.label).ToCommaList(false, false).CapitalizeFirst()

Whether or not this will prevent infections.
Hediff_CapacityModification 4060 100 - Capacity Effects capMod.capacity.GetLabelFor().CapitalizeFirst() (capMod.offset * 100f).ToString("+#;-#") + "%" capMod.capacity.description
Hediff_CapacityModification 4060 100 - Capacity Effects capMod.capacity.GetLabelFor().CapitalizeFirst() "x" + capMod.postFactor.ToStringPercent() capMod.capacity.description
Hediff_CapacityModification 4060 100 - Capacity Effects capMod.capacity.GetLabelFor().CapitalizeFirst() "max".Translate().CapitalizeFirst() + " " + capMod.EvaluateSetMax(instance.pawn).ToStringPercent() capMod.capacity.description
Hediff_StatModification 4070 100 - Capacity Effects statModifier.stat.LabelCap statModifier.stat.Worker.ValueToString(num4, false, ToStringNumberSense.Offset) statModifier.stat.description
Hediff_StatModification 4070 100 - Capacity Effects statModifierBySeverity.stat.LabelCap statModifierBySeverity.stat.Worker.ValueToString(val, false, ToStringNumberSense.Offset) statModifierBySeverity.stat.description
Hediff_StatModification 4070 100 - Capacity Effects statModifier2.stat.LabelCap statModifier2.stat.Worker.ValueToString(num5, false, ToStringNumberSense.Factor) statModifier2.stat.description
Hediff_StatModification 4070 100 - Capacity Effects statModifierBySeverity2.stat.LabelCap statModifierBySeverity2.stat.Worker.ValueToString(val2, false, ToStringNumberSense.Factor) statModifierBySeverity2.stat.description
Hediff_DamageFactor 4075 100 - Capacity Effects {DAMAGE_label} weakness

{DAMAGE_label} resistance

"x" + num6.ToStringPercent() {DAMAGE_label} damage that this creature receives is multiplied by this amount.
Recipe_EfficiencyStat 4401 10 - Basics Output quantity governed by this.efficiencyStat.LabelCap Which stat governs the quality or amount of output.

The higher the stat of the worker is, the higher the quality or yield will be.
Recipe_Ingredients 4405 10 - Basics Ingredients The ingredients needed to make this.
Recipe_Ingredients 4405 10 - Basics Ingredients (from ic in this.ingredients

select ic.SummaryFor(this)).ToCommaList(false, false)

The ingredients required to perform this recipe.
Recipe_Ingredients 4405 50 - Building Resources to make BuildableDef.tmpCostList.ToCommaList(false, false).CapitalizeFirst() The resources required to construct this.
Recipe_Products 4405 10 - Basics Products (from pr in this.products

select pr.Summary).ToCommaList(false, false)

The products produced by this recipe.
Recipe_Skill 4404 10 - Basics Skill this.workSkill.LabelCap The main skill used while performing this recipe.

It determines the quality of the result, and is learned while performing this recipe.
Recipe_SkillRequirements 4403 10 - Basics Skill Requirements (from sr in this.skillRequirements

select sr.Summary).ToCommaList(false, false)

The skills required to perform this recipe.
Recipe_WorkSpeedStat 4402 10 - Basics Work speed governed by this.workSpeedStat.LabelCap Which character stat governs the workspeed of this recipe.

The higher the stat of the worker is, the faster work will be done.
Title_Permits 99999 1 - Basics Important Title privileges (from r in this.permits

select r.label).ToCommaList(false, false).CapitalizeFirst()

(from r in this.permits

select r.LabelCap.ToString()).ToLineList(" - ", true)

Title_ApparelRequirements 99998 1 - Basics Important Minimum apparel quality this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst() this.requiredMinimumApparelQuality.GetLabel().CapitalizeFirst()
Title_ApparelRequirements 99998 1 - Basics Important Required apparel "" Holders of this title must be covered in some combination of + ":

" + "Male".Translate().CapitalizeFirst() + ":
" + this.RequiredApparelListForGender(Gender.Male, req.Pawn).ToLineList(" - ", false) + "

" + "Female".Translate().CapitalizeFirst() + ":
" + this.RequiredApparelListForGender(Gender.Female, req.Pawn).ToLineList(" - ", false)
Title_RoomRequirements 99997 1 - Basics Important Bedroom requirements string valueString2 = (from r in this.bedroomRequirements

select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
valueString2

string reportText2 = (from r in this.bedroomRequirements

select r.LabelCap(null)).ToLineList(" - ", false)
reportText2

Title_RoomRequirements 99997 1 - Basics Important Throneroom requirements string valueString3 = (from r in this.throneRoomRequirements

select r.Label(null)).ToCommaList(false, false).CapitalizeFirst()
valueString3

string reportText3 = (from r in this.throneRoomRequirements

select r.LabelCap(null)).ToArray<string>().ToLineList(" - ")
reportText3

Title_RequiredMeals 99995 1 - Basics Important Allowed foods (from m in this.SatisfyingMeals(true)

select m.label).ToCommaList(false, false).CapitalizeFirst()

A holder of this title will only eat these foods, unless they are starving or on a caravan.
Title_DisabledWorkTypes 99994 1 - Basics Important Disallowed work types enumerable.ToCommaList(false, false).CapitalizeFirst() enumerable.ToLineList(" - ", true)
Meditation_FocusesAvailable 4011 13 - Meditation meditation focus types The types of meditation focus this object offers. A meditating person can focus on this object to boost their psyfocus gain, but only if they are able to use one of its meditation types. Each person can use different meditation types depending on their background, traits, social position, and so on.

The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on.


Can use {0} focus type because:

+ 

{0} focus objects:
+ +

ContainerContents 1200 50 - Building Contents this.LabelCapWithTotalCount this.LabelCapWithTotalCount
Pawn_RequiredApparel 100 11 - Basics Pawn Required apparel Required apparel:

[Disabled by: t]-

or any psycaster, prestige, or mechlord apparel or any psycaster or prestige apparel (Source: )

Pawn_DarknessShootingAccuracy 4051 110 - Pawn Combat Darkness shooting accuracy min offset ~ max offset An offset applied to the chance to hit a target based on the target's light level. The following offsets can be applied:


Caused by: Belief in

Pawn_DarknessMeleeDodgeChance 4101 110 - Pawn Combat Darkness melee dodge chance min offset ~ max offset An offset applied to the melee dodge chance based on the local light level. The following offsets can be applied:


Caused by: Belief in

Pawn_DarknessMeleeHitChance 4101 110 - Pawn Combat Darkness melee hit chance min offset ~ max offset An offset applied to the melee hit chance based on the target's light level. The following offsets can be applied:


Caused by: Belief in

Pawn_DevelopmentHealth 5000
Pawn_DevelopmentLifeStage 4200 11 - Basics Pawn Life stage Adult

Child


Baby

An adult. Human adults fully mature at the age of 18.

A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists.

Children can do various types of work, depending on their age:

(age {0}) -

As a child ages, they will gain additional passions and traits.

Children have various child-specific learning needs and require special child-sized apparel.

Children under the age of 8 won't crawl when injured.

At age 13, human children become adults.


A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed.

At age 3, human babies become children.

Gene_StatModifier 4050 100 - Capacity Effects
4070 100 - Capacity Effects this.statOffsets[i].stat.LabelCap this.statOffsets[i].ValueToStringAsOffset this.statOffsets[i].stat.description
4070 100 - Capacity Effects this.statFactors[i].stat.LabelCap this.statFactors[i].ToStringAsFactor this.statFactors[i].stat.description
4060 100 - Capacity Effects this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() (this.capMods[i].offset * 100f).ToString("+#;-#") + "%" this.capMods[i].capacity.description
4060 100 - Capacity Effects this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() "x" + this.capMods[i].postFactor.ToStringPercent() this.capMods[i].capacity.description
4060 100 - Capacity Effects this.capMods[i].capacity.GetLabelFor().CapitalizeFirst() "max".Translate().CapitalizeFirst() + " " + this.capMods[i].EvaluateSetMax(req.Pawn).ToStringPercent() this.capMods[i].capacity.description
Gene_StatModifier 4050 100 - Capacity Effects
Gene_PainFactor 4060
4050 100 - Capacity Effects Pain "x" + this.painFactor.ToStringPercent() The amount of pain caused by this condition.
Gene_PainOffset 4070
4050 100 - Capacity Effects Pain (this.painOffset * 100f).ToString("+###0;-###0") + "%" The amount of pain caused by this condition.
4050 100 - Capacity Effects Non-{GENE} romance chance "x" + this.missingGeneRomanceChanceFactor.ToStringPercent() A multiplier on chance of having a romantic relationship with someone who does not have this gene.
Gene_ForcedTraits 4080 100 - Capacity Effects Forced traits string text = (from x in this.forcedTraits

select x.def.DataAtDegree(x.degree).label).ToLineList(null, true)
text

These traits will be added. All conflicting traits will become suppressed. + "

" + text
Gene_Aptitudes 4090 100 - Capacity Effects Aptitudes string text2 = (from x in this.aptitudes

select x.skill.LabelCap.ToString() + " " + x.level.ToStringWithSign()).ToLineList(null, true)
text2

Aptitude makes an individual perform at a higher or lower level than their learned skill.

For example, an aptitude of +1 for a skill means that a person with level 5 in that skill will perform as though they were at level 6.

The total value cannot exceed level 20 or fall below level 1. + "

" + text2
Gene_Genes 999 200 - Genetics Genes (from x in this.genes

select x.label).ToCommaList(false, false).CapitalizeFirst()

Genes:
Gene_Complexity 998 200 - Genetics Total complexity this.ComplexityTotal.ToStringWithSign() The total complexity of all the genes in use.
Gene_Complexity 998 200 - Genetics Complexity this.biostatCpx.ToString() How much complexity this adds to the process of gene assembly.
Gene_Metabolism 997 200 - Genetics Metabolic efficiency this.MetabolismTotal.ToStringWithSign() The total metabolic efficiency of all genes in the genome. High efficiency means a person needs less food; low efficiency means they must eat more.
Gene_Metabolism 997 200 - Genetics Metabolic efficiency this.biostatMet.ToString() The total metabolic efficiency of these genes when assembled. High efficiency means a person needs less food; low efficiency means they must eat more.
Gene_Archites 995 200 - Genetics Archite capsules this.genes.Sum((GeneDef x) => x.biostatArc).ToString() Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
Gene_Archites 995 200 - Genetics Archite capsules this.biostatArc.ToString() Archites are archotech mechanites - microscopic devices which can operate directly on cells and molecules, created by superintelligent archotechs. They are capable of unexplainable feats, and some genes only function when supported by the otherworldly machinery of the archotechs. Humans cannot create archites - only find them when an archotech happens to produce some for its own unknowable reason.
Gene_HemogenOffset 1000 2 - Basics Non Pawn Important Hemogen Hemogen is a biological energy source derived from compounds in human blood. Baseliner humans produce it endogenously and consume it over time in their own internal balance. Some human xenotypes use it as a kind of fuel for specific abilities, while others must consume it to survive at all.
Gene_DeathrestCapacity 1010 2 - Basics Non Pawn Important Deathrest capacity This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.

Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders.

Gene_DeathrestCapacity 1010 200 - Genetics Deathrest capacity this.deathrestCapacity.ToString() This determines how many deathrest buildings a person can connect to while deathresting. Each deathrest building confers a specific benefit, so it's better to be able to connect to more of them.

Deathrest capacity can be increased using deathrest capacity serums. These serums can be purchased from traders.
Xenotype_Genes 1000 10 - Basics Genes (from x in this.genes

select x.label).ToCommaList(false, false).CapitalizeFirst()

The genes associated with this xenotype. + "

" + (from x in this.genes

select x.label).ToLineList(" - ", true)

Xenotype_Heritable 990 10 - Basics Genes are heritable this.inheritable.ToStringYesNo() Whether or not this xenotype can be passed on to children.
Content_Source 90000 999 - Content Source
Ritual_Offering 1000 500 - Psychic Ritual Offering The ingredients required to perform the psychic ritual.
Ritual_Duration 500 500 - Psychic Ritual Ritual duration The time it takes to perform this ritual.
Ritual_Cooldown 100 500 - Psychic Ritual Cooldown After a ritual is performed, it disrupts ambient psychic energy for a period of time. During this time, the ritual can't be performed again.
100 600 - Containment Bioferrite generation if pawn is not a mutant, or a mutant doesn't produce bioferrite, and bioferrite hasn't been extracted, then bioferrite per day = body size * bioferrite density (density is 1 by default if not stated) How much bioferrite this entity generates per day when connected to a bioferrite harvester.

Base value: 1

Multiplier for body size {pawn.BodySize.ToString("F2")}: x + pawn.BodySize.ToStringPercent() Multiplier for bioferrite density: x + compProducesBioferrite.Props.bioferriteDensity.ToStringPercent() Multiplier for bioferrite extracted recently: x + 0f.ToStringPercent()

Final value: + CompProducesBioferrite.BioferritePerDay(pawn).ToString("F1")

overridesHideStats = true
Containment_StrengthOffset 500 600 - Containment
Serum_Duration 1000 700 - Serum Duration How long the effects of a serum last.
50 - Building BedRestEffectiveness BedRestEffectiveness
99999 10 - Basics Required weight class (from w in this.def.building.requiredMechWeightClasses

select w.ToStringHuman()).ToCommaList(false, false).CapitalizeFirst()

The weight class of mechanoid which can use this recharger. The following mechanoids are compatible:

+ (from pk in source

select pk.LabelCap.Resolve()).ToLineList(" - ", false);

60 - Ability StatDefOf.Ability_GoodwillImpact int num = this.comps.OfType<CompProperties_AbilityEffect>().Sum((CompProperties_AbilityEffect e) => e.goodwillImpact);

(float)num

60 - Ability StatDefOf.Ability_RequiredPsylink (float)this.level
60 - Ability StatDefOf.Ability_CastingTime this.verbProperties.warmupTime
60 - Ability StatDefOf.Ability_Range this.verbProperties.range
1001 60 - Ability Target if (this.cachedTargets == null)

{ this.cachedTargets = new List<string>(); if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetSelf) { this.cachedTargets.Add("TargetSelf".Translate()); } if (this.verbProperties.targetParams.canTargetLocations) { this.cachedTargets.Add("TargetGround".Translate()); } if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetHumans) { this.cachedTargets.Add("TargetHuman".Translate()); } if (this.verbProperties.targetParams.canTargetPawns && this.verbProperties.targetParams.canTargetAnimals) { this.cachedTargets.Add("TargetAnimal".Translate()); } }

this.cachedTargets.ToCommaList(false, false).CapitalizeFirst()

The types of targets on which this ability can be used.
1000 60 - Ability Line of sight required this.verbProperties.requireLineOfSight ? Yes : No ""
this.need.listPriority 30 - Drug this.need.LabelCap (this.offset >= 0f) ? "+" : string.Empty + this.offset.ToStringPercent() this.need.description
74 - Stuff Stat Factors stuffDef.stuffProps.statFactors[i].stat stuffDef.stuffProps.statFactors[i].value
74 - Stuff Stat Factors statModifierQuality.stat statModifierQuality.ToStringAsFactorRange
77 - Stuff Stat Offsets stuffDef.stuffProps.statOffsets[i].stat stuffDef.stuffProps.statOffsets[i].value
77 - Stuff Stat Offsets statModifierQuality2.stat statModifierQuality2.ToStringAsOffsetRange

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>