User:JuliaCat/Test3
Jump to navigation
Jump to search
Architect Menu
Designations
Designation Categories
Def Name |
Label | Order | Special Designator Classes |
Show Power Grid |
Research Prerequisites |
Preferred Column |
Min Monolith Level |
---|---|---|---|---|---|---|---|
Orders | orders | 900 |
|
- | - | - | - |
Zone | zone | 800 |
|
- | - | - | - |
Structure | structure | 700 |
|
- | - | - | - |
Production | production | 600 |
|
- | - | - | - |
Furniture | furniture | 500 |
|
- | - | - | - |
Power | power | 400 |
|
true |
|
- | - |
Security | security | 300 |
|
- | - | - | - |
Misc | misc | 250 |
|
- | - | - | - |
Floors | floors | 200 |
|
- | - | - | - |
Joy | recreation | 100 |
|
- | - | - | - |
Ship | ship | 50 |
|
- |
|
- | - |
Temperature | temperature | 25 |
|
- | - | - | - |
Ideology | ideology | 13 |
|
- | - | 1 | - |
Biotech | biotech | 12 |
|
- |
|
1 | - |
Anomaly | anomaly | 11 |
|
- | - | - | 1 |
Designator Dropdown Groups
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
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>