TerrainDef

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Modding Tutorials/Flooring

TerrainDefs are used for defining basically anything that covers the floor, whether it be grass, sand, soil, or carpets.

Global attributes

Attribute Description Options
defName Unique ID for which the TerrainDef will take (also the reference ID) String
label Language-specific name displayed in game String
renderPrecedence Render importance of terrain Integer; higher values take higher priority (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298)
description Information about the terrain String
texturePath Path in which the terrain texture is located String as path (from Textures/)
beauty How nice the terrain looks to pawns (influences thoughts) Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
fertility Fertility rating of the terrain (ability for crops to grow on terrain) Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
acceptTerrainSourceFilth Determines whether or not the flooring can collect filth on it Boolean (true or false)
takeFootprints Determines whether or not the flooring draws colonists' footprints Boolean (true or false)
edgeType Gives the terrain a fade effect towards the edges Fade, Hard (default: Hard)

Flooring

You should add these attributes if you are making buildable terrain, such as a carpet.

Attribute Description Options
surfacesSupported Defines what surfaces the flooring can be placed on Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
costList Cost to make each tile of flooring Integer
researchPrerequisites Defines any research requirements before the flooring can be built String
constructionEffect Effect shown when colonists are building the flooring ConstructDig
designationCategory Defines which architect tab the flooring should appear in (optional) Zone, Building, Orders, Structure, Furniture, Security
workToBuild Ticks needed to build 1 tile of flooring Integer (usually 1 tick per frame)