User:Arcangelus/Sandbox
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Creating page.
- Do changes here appear on Recent changes? Yes.
- Does this apply to sandbox as well?
subst:
https://rimworldwiki.com/index.php?title=Environment
Naturally generated surfaces
- For the artificial flooring, see Floors.
The function SpeedPercentString is:
13/(13 + Path cost)
Also uses float points, for some reason.
Type | Move Speed Modifier |
Fertility | Terrain Support |
Bridgeable | Diggable | Terrain Type |
Beauty | Cleanliness | Filth mask[2] |
Dries To[3] |
Tags | Path cost |
Generates Filth |
Allows Special Attack[6] |
Others |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Broken asphalt | 100% | 0% | Heavy | - | -1 | 2 | - | Road | 0 | ||||||
Packed dirt | 93% | 0% | Heavy | Soil | -1 | -1 | - | Road | 1 | Dirt | |||||
Chest-deep moving water | 24% | 0% | - | - | 0 | 0 | - | water[4] | 42 | WaterInEyes | |||||
Deep ocean water | 0% | 0% | - | - | 0 | 0 | - | water[4] ocean |
300[5] | WaterInEyes | Impassable | ||||
Deep water | 0% | 0% | - | - | 0 | 0 | - | water[4] | 300[5] | WaterInEyes | Impassable | ||||
Shallow ocean water | 30% | 0% | ShallowWater | - | 0 | 0 | Stony soil | water[4] ocean |
30 | WaterInEyes | |||||
Shallow moving water | 30% | 0% | ShallowWater MovingFluid |
- | 0 | 0 | - | water[4] River |
30 | WaterInEyes | |||||
Shallow water | 30% | 0% | ShallowWater | - | 0 | 0 | Stony soil | water[4] | 30 | WaterInEyes | |||||
Marsh | 30% | 0% | ShallowWater | - | -3/0 | -2 | Soil | - | 30 | Dirt | MudInEyes | Extinguishes Fire | |||
Soil | 87% | 100% | Heavy GrowSoil |
Soil | -3/0 | -1 | - | Soil | 2 | Dirt | DirtInEyes | ||||
Lichen-covered soil | 81% | 100% | Heavy GrowSoil |
Soil | -3/0 | -1 | - | Soil | 3 | Dirt | DirtInEyes | ||||
Marshy soil | 48% | 100% | Light GrowSoil |
Soil | -3/0 | -2 | Soil | Soil | 14 | Dirt | DirtInEyes | ||||
Rich soil | 87% | 140% | Heavy GrowSoil |
Soil | -3/0 | -1 | Soil | Soil | 2 | Dirt | DirtInEyes | ||||
Stony soil | 87% | 70% | Heavy GrowSoil |
- | -3/0 | -1 | - | Soil | 2 | Dirt | GravelInEyes | ||||
Sand | 76% | 10% | Heavy | Sand | -3/0 | -1 | - | Sand | 4 | Sand | SandInEyes | ||||
Soft sand | 48% | 0% | Light | Sand | -3/0 | -1 | Sand | Sand | 14 | Sand | SandInEyes | ||||
Mud | 48% | 0% | - | Soil | -3/0 | -2 | Soil | - | 14 | Dirt | MudInEyes | ||||
Ice | 48% | 0% | Heavy | - | -3/0 | 0 | - | - | 14 | Dirt | - | ||||
Polluted terrain[9] | - | 0-50%[9] | - | - | - | - | -1 | - | - | - | - | - | - | - | Fertility can't exceed 50%. Overlay: Applies stats over existing terrain (additive) Overlay: Changes graphics of affected terrain. Can be removed. Allows growth of Toxipotato, Gray pine, Pebble cactus, Rat palm Prevents growth of most other plants. Colonist receive toxic buildup from waking here. |
Rough stonestone | 87% | 0% | Heavy | Stone | -1 | 0 | [7] | - | - | 2 | Smooothable Hardcoded[8] | ||||
Rough-hewn stone | 93% | 0% | Heavy | Stone | -1 | 0 | All | - | - | 1 | Smooothable Hardcoded[8] | ||||
Smooth stone | 100% | 0% | Heavy | Stone | 2 | 0 | All | - | - | 0 | 5. Natural, non-generated floor/terrain hybrid. Paintable Hardcoded[8] | ||||
Gray surface | 87% | 0% | Heavy | ? | 0 | 0 | ? | - | ? | 2 | Only present on the Labyrinth. | ||||
Flesh | 87% | 0% | Heavy | [Note] | ? | -10/-5 | -3 | ? | - | ? | 2 | ? | Cleaning time Mult 150% Removable. Inflammable 32% Behaves like a natural Floor. |
- 2 The kind of Filth accepted by this terrain. denotes terrains that accept Unnatural filth, those that accept none. Special cases are denoted as such.
- 3 As Stony soil doesn't exist in Sea ice nor Ice sheet, it dries to Ice instead.
- 41 2 3 4 5 6 All water tiles triple the deterioration rate and extinguishes Fire.
- 51 2 Redundant dut to being Impassable. It would result in a 4.2% Move Speed Modifier otherwise.
- 6 All of these attacks have a cooldown of 1.5 seconds, require the KickMaterialInEyes capacity, and apply a Hediff of the same name.
- 7 Plus any defined on NaturalTerrainBase. In vanilla, this in just the Unnatural filth.
- 8 Not on the xml files but rather defined programmatically for all stone types.
- 0 Pollution acts as an overlay: It will inherit the values of the base terrain if none are otherwise defined.
- 0 The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.
The Terrain Support propriety determines what kind of structure can be build on a given terrain. If a given structures has Terrain Affordance not listed on a given terrain, then its construction won'r be allowed. The types used are:
- Light: Supports light structure
- Medium: Supports medium structures
- Heavy: Supports heavy structures
- ShallowWater: Can be built on with things that are waterproof
- MovingFluid (moving water): Contains power usable for hydroelectrics
- Bridgeable: Bridge can be built here
- GrowSoil (growable): Things can grow here. Unsure if is does anything or if merely indicative.
- Diggable: For graves
- SmoothableStone (smoothable): Can be ground and smoothed into smooth stone
As of Version/1.5.4104, all terrains with Heavy Terrain Support also support both Medium and Light. To help the readability of this table, only the Heavy tag will be used in those cases.
I Believe Polluted Soil acts as a modifier on the terrain rather than a terrain itself. Untested, as I haven't been able to play at all lately.
-1 Beauty is applied to the tile.
- Mod-development
say, it seems like the Wiki may be wrong about smoothed floors being worth 8 wealth? Unless "5f" translates to 8
I see the terraindef for Stone is set to 5f here, in TerrainDefGenerator_Stone.cs:
StatUtility.SetStatValueInList(ref smooth.statBases, StatDefOf.Beauty, 2f); StatUtility.SetStatValueInList(ref smooth.statBases, StatDefOf.MarketValue, 5f); (this is in 1.5, haven't checked the source for 1.4 or before. Trying to make a mod to set smoothed floor wealth as nothing)