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