User:JuliaCat/Test3

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Stat Display Order

Stat Display
Order
Category Def Name Label Description 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_Wildness 2050 11 - Basics Pawn Wildness Wilder creatures are naturally more difficult to tame, train, and handle.
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
Race_NuzzleInterval 500 120 - Pawn Social Nuzzle interval 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
Race_StudyPeriod 2545
Humanlike_AgeRateMultiplier 4195
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
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
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
Thing_ConstructionSkillRequired 1100
Thing_Damage 5500
Thing_Turret 5600
Thing_TerrainRequirement 1101
Thing_WorkToUninstall 1102
Thing_Stuff 1100
Thing_Ingredients 1102
Thing_CreatedAt 1103
Thing_Biocoded 1104
Thing_Style 1108
Thing_RelicOf 1109
Thing_RelatedToIdeos 1110
Thing_DominantStyle 6005
Thing_ConnectedPawn 6010
Thing_ConnectionStrength 6000
Thing_GauranlenProductionMode 5990
Thing_GauranlenMaxDryads 5980
Thing_HackProgress 3100
Thing_DeteriorationPercent 3300
Thing_DeathrestEffectiveness 900
ThingDeathrestConnectionLimit 910
Thing_MealIngredients 1000
Thing_MealDietaryType 995
Thing_Meat_SourceSpecies 1200
Thing_Surgery_DeathOnFailChance 4101 Building
Thing_Surgery_SuccessChanceFactor 4102 Building
Thing_Apparel_Reloadable 2749 30 - Apparel
Thing_Apparel_Covers 2750 30 - Apparel
Thing_Apparel_Layer 2751 30 - Apparel
Thing_Apparel_MaxSatisfiedTitle 2752 30 - Apparel
Thing_Apparel_CountsAsClothingNudity 2753 30 - Apparel
Thing_Apparel_ValidLifestage 2748 30 - Apparel
Thing_Apparel_Gender 2749 30 - Apparel
Thing_Plant_Attributes 4157 10 - Basics
Thing_Plant_FertilityRequirement 4156 10 - Basics
Thing_Plant_FertilitySensitivity 4155 10 - Basics
Thing_Plant_HarvestYield 4150 10 - Basics
Thing_Plant_Lifespan 4160 10 - Basics
Thing_Plant_Age 4170 10 - Basics
Thing_Plant_GrowingTime 4158 10 - Basics
Thing_Plant_GrowthRate 4158 10 - Basics
Thing_Plant_LifeSpan 4150 10 - Basics
Thing_Plant_LightRequirement 4154 10 - Basics
Thing_Plant_MinGrowingSkillToSow 4151 10 - Basics
Thing_Plant_MaxGrowthTemperature 4153 10 - Basics
Thing_Plant_MinGrowthTemperature 4152 10 - Basics
Thing_Ingestible_MaxSatisfiedTitle 4752
Thing_Ingestible_Joy 4751
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
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
Thing_Weapon_Reloadable 5440
Thing_Weapon_StoppingPower 5402
Thing_Weapon_ArmorPenetration 5400
Thing_Weapon_BurstShotFireRate 5392
Thing_Weapon_BurstShotCount 5391
Thing_Weapon_Range 5390
Thing_Weapon 5389
Thing_Weapon_MeleeWarmupTime 3555
Thing_Weapon_BuildingDamageFactor 5410
Thing_WeaponBuildingDamageFactorImpassable 5420
Thing_WeaponBuildingDamageFactorPassable 5430
Thing_Weapon_DirectHitChance 3560
Thing_Weapon_MissRadius 3557
Thing_Mineable 2200
Thing_Terrain_Supports 2000 13 - Terrain Supports
Thing_PowerConsumption 5000
Thing_RearmCost 3170
Thing_ShotsBeforeRearm 3171
Thing_BodyPartEfficiency 4000
Thing_InstallSites 3990
Thing_ReplacesParts 3980
Thing_MoodChange 3500
Thing_TrapArmorPeneration 3000
Thing_JoyKind 4750
Thing_Fence 4800
Thing_MinimumRoyalTitle 2100
Thing_RoomRequirements 2101
Thing_Studiable 3000
Thing_Paintable 6000
Hediff_Affects 4080
Hediff_NaturalHealingFactor 4020
Hediff_Regeneration 4025
Hediff_FoodPoisoningChanceFactor 4030
Hediff_BleedingRate 4040
Hediff_TotalBleedingFactor 4041
Hediff_HungerRateFactor 4051
Hediff_TirednessFactor 4050
Hediff_HungerRateOffset 4051
Hediff_TirednessOffset 4050
Hediff_Pain 4050
Hediff_PartEfficiency 4050
Hediff_PartEfficiencyAbsolute 5000
Hediff_PreventsInfection 4050
Hediff_CapacityModification 4060
Hediff_StatModification 4070
Hediff_DamageFactor 4075
Recipe_EfficiencyStat 4401
Recipe_Ingredients 4405
Recipe_Products 4405
Recipe_Skill 4404
Recipe_SkillRequirements 4403
Recipe_WorkSpeedStat 4402
Title_Permits 99999
Title_ApparelRequirements 99998
Title_RoomRequirements 99997
Title_RequiredMeals 99995
Title_DisabledWorkTypes 99994
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.
ContainerContents 1200
Pawn_RequiredApparel 100
Pawn_DarknessShootingAccuracy 4051
Pawn_DarknessMeleeDodgeChance 4101
Pawn_DarknessMeleeHitChance 4101
Pawn_DevelopmentHealth 5000
Pawn_DevelopmentLifeStage 4200
Gene_StatModifier 4050 200 - Genetics
Gene_PainFactor 4060 200 - Genetics
Gene_PainOffset 4070 200 - Genetics
Gene_ForcedTraits 4080 200 - Genetics
Gene_Aptitudes 4090 200 - Genetics
Gene_Genes 999 200 - Genetics Genes Genes:
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.

Gene_Metabolism 997 200 - Genetics Metabolic efficiency

Metabolic efficiency

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.

Gene_Archites 995 200 - Genetics Archite capsules

Archite capsules

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.

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 200 - Genetics
Gene_DeathrestCapacity 1010 200 - Genetics 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.

Xenotype_Genes 1000 200 - Genetics
Xenotype_Heritable 990 200 - Genetics
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.
Containment_StrengthOffset 500 600 - Containment
Serum_Duration 1000 700 - Serum Duration How long the effects of a serum last.

Architect Menu

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

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

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

    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>