User:JuliaCat/Test3
Stat Display Order
Stat | Display Order |
Category | Label | Value String |
Report Text |
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 | 2100 | 11 - Basics Pawn | Race | A unique human variant with a set of xenogenes that do not fall into any known xenotype. | |||||||||
Race_Wildness | 2050 | 11 - Basics Pawn | Wildness | Wilder creatures are naturally more difficult to tame, train, and handle.
Training decay interval: + TrainableUtility.DegradationPeriodTicks(def).ToStringTicksToDays("F1") Tameness will never decay for animals that can be kept behind fences. Tameness will never decay for animals of very low wildness. |
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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. |
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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} |
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Race_BodySize | 500 | 11 - Basics Pawn | Body size | The size of this creature's body, compared to an average adult human. | |||||||||
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. |
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Race_KnowledgeGain | 2550 | 600 - Containment | Knowledge gain from study | The type and amount of anomaly knowledge that can be obtained when this entity is studied. More sophisticated entities can unlock more advanced anomaly research projects. | |||||||||
Race_StudyPeriod | 2545 | 600 - Containment | Study interval | The duration between available study periods for this entity. | |||||||||
Humanlike_AgeRateMultiplier | 4195 | 11 - Basics Pawn | Age rate multiplier | A multiplier on how quickly this person ages biologically based on their current age. | |||||||||
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. |
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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 | 11 - Basics Pawn | Growth | How close this creature is to adulthood.\n\nGrowth requires nourishment. A hungry animal will grow at a slower rate compared to a well-fed one. | |||||||||
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 |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Thing_CoverEffectiveness | 2000 | 10 - Basics | Cover effectiveness | How effective this is when used as cover in a gunfight.\n\nHigher percentages will block more shots. | |||||||||
Thing_ConstructionSkillRequired | 1100 | 10 - Basics | {0} skill required | Requires this level of {0} in order to build. | |||||||||
Thing_Damage | 5500 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Damage | The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor. | |||||||||
Thing_Damage | 5500 | 10 - Basics | Damage + extraLabelPart | damageAmount.ToString() | The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor. | ||||||||
Thing_Turret | 5600 | ||||||||||||
Thing_TerrainRequirement | 1101 | ||||||||||||
Thing_WorkToUninstall | 1102 | ||||||||||||
Thing_Stuff | 1100 | 1 - Basics Important | Stuff | The stuff this thing is made of. This affects many other stats, including weapon damage, apparel armor and insulation, item and building hit points, beauty, market value, and much more. | |||||||||
Thing_Ingredients | 1102 | ||||||||||||
Thing_CreatedAt | 1103 | 10 - Basics | Created at | Which facilities can be used to produce this. | |||||||||
Thing_Biocoded | 1104 | 12 - Basics Non Pawn | Biocoding | This item has been coded to only accept a particular individual's bio-signature. | |||||||||
Thing_Biocoded | 1104 | 44 - Weapon (Ranged) | Traits | This weapon's individual traits. | |||||||||
Thing_Biocoded | 1104 | 48 - Weapon (Melee) | Traits | This weapon's individual traits. | |||||||||
Thing_Style | 1108 | 12 - Basics Non Pawn | Style | An object's style determines its appearance. This has no gameplay effect. Styles often form the differing methods of construction used by people of different beliefs and cultures. | |||||||||
Thing_RelicOf | 1109 | ||||||||||||
Thing_RelatedToIdeos | 1110 | ||||||||||||
Thing_DominantStyle | 6005 | 12 - Basics Non Pawn | Dominating style | The style presented by this object. This style may be associated with some ideoligions. Different people respond differently to certain styles, according to their ideoligious beliefs. Satisfies ideoligions: - |
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Thing_ConnectedPawn | 6010 | 12 - Basics Non Pawn | Connected to | The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}. | |||||||||
Thing_ConnectionStrength | 6000 | 12 - Basics Non Pawn | Connection strength | Determines how many dryads this tree can support. | |||||||||
Thing_GauranlenProductionMode | 5990 | 12 - Basics Non Pawn | Dryad caste | Determines the currently created dryad caste. | |||||||||
Thing_GauranlenMaxDryads | 5980 | 12 - Basics Non Pawn | Max dryads | The maximum number of dryads this tree can support. Max dryads based on connection strength: - Unconnected: - {0} strength: |
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Thing_HackProgress | 3100 | ||||||||||||
Thing_DeteriorationPercent | 3300 | ||||||||||||
Thing_DeathrestEffectiveness | 900 | ||||||||||||
ThingDeathrestConnectionLimit | 910 | ||||||||||||
Thing_MealIngredients | 1000 | 2 - Basics Non Pawn Important | Ingredients | The ingredients used to make this meal. | |||||||||
Thing_MealDietaryType | 995 | 2 - Basics Non Pawn Important | Dietary type | The type of meal produced. Some people have preferences for specific types of meals. | |||||||||
Thing_Meat_SourceSpecies | 1200 | 11 - Basics Pawn | Source species | if (flag)
{ valueString = string.Join(", ", (from x in list where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString = string.Format("({0})", "NotYetDiscovered".Translate()); } |
The species of creature from which this was taken. | Thing_Meat_SourceSpecies | 1200 | 11 - Basics Pawn | Source species | if (flag2)
{ valueString2 = string.Join(", ", (from x in list2 where !Find.HiddenItemsManager.Hidden(x) select x into p select p.label).ToArray<string>()).CapitalizeFirst(); } else { valueString2 = string.Format("({0})", "NotYetDiscovered".Translate()); } |
The species of creature from which this was taken. | ||
70 - Equipped Stat Offsets | this.equippedStatOffsets[i].stat | num3 | |||||||||||
Thing_Surgery_DeathOnFailChance | 4101 | Building | |||||||||||
Thing_Surgery_SuccessChanceFactor | 4102 | Building | |||||||||||
Thing_Apparel_Reloadable | 2749 | 30 - Apparel | |||||||||||
Thing_Apparel_Covers | 2750 | 30 - Apparel | Covers | Which body parts this covers.\n\nArmor does not protect body parts that it does not cover. | |||||||||
Thing_Apparel_Layer | 2751 | 30 - Apparel | Layer | Which apparel layers this fills.\n\nFor a given body part, only one piece of apparel can be worn in each layer. | |||||||||
Thing_Apparel_MaxSatisfiedTitle | 2752 | 30 - Apparel | |||||||||||
Thing_Apparel_CountsAsClothingNudity | 2753 | 30 - Apparel | Clothing (for nudity) | Yes
No |
Whether nudists will consider this item to be a piece of clothing. If not, nudists will never be bothered by wearing this. | ||||||||
Thing_Apparel_ValidLifestage | 2748 | 30 - Apparel | Lifestage | this.apparel.developmentalStageFilter.ToCommaList(false).CapitalizeFirst() | Certain apparel requires that the wearer be within a specific age range. | ||||||||
Thing_Apparel_Gender | 2749 | 30 - Apparel | Gender | Certain apparel is generally preferred by one gender. Anyone else may be unhappy wearing it. | |||||||||
Thing_Plant_Attributes | 4157 | 10 - Basics | Attributes | Harvestable, limited lifespan | The attributes of this plant. | ||||||||
Thing_Plant_FertilityRequirement | 4156 | 10 - Basics | Fertility requirement | this.fertilityMin.ToStringPercent() | The minimum soil fertility that this plant requires to grow. | ||||||||
Thing_Plant_FertilitySensitivity | 4155 | 10 - Basics | Fertility sensitivity | this.fertilitySensitivity.ToStringPercent() | How sensitive this plant is to soil fertility.\n\nLow sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil. | ||||||||
Thing_Plant_HarvestYield | 4150 | 10 - Basics | Harvest yield | Mathf.CeilToInt(this.harvestYield * Find.Storyteller.difficulty.cropYieldFactor).ToString("F0")
Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.cropYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)} |
The amount of product this plant will yield when harvested. | ||||||||
Thing_Plant_Lifespan | 4160 | 10 - Basics | |||||||||||
Thing_Plant_Age | 4170 | 10 - Basics | Age | valueString | How long this has been alive. | ||||||||
Thing_Plant_GrowingTime | 4158 | 10 - Basics | Growing time | this.growDays.ToString("0.##") + " " + "Days".Translate() | Plants only grow for part of the day, and only when lit.\n\nThis statistic measures the time the plant needs to spend actually growing to reach full size.\n\nThe actual real growing time will generally be about twice as long.\nLow temperatures also slow plant growth. | ||||||||
Thing_Plant_GrowthRate | 4158 | 10 - Basics | Growth rate | this.GrowthRate.ToStringPercent() | The rate at which a plant is growing.\n\nGrowth rate is affected by things like soil fertility, temperature, light, and environmental conditions.
Multiplier for fertility: + this.GrowthRateFactor_Fertility.ToStringPercent()
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Thing_Plant_LifeSpan | 4150 | 10 - Basics | Lifespan | this.LifespanDays.ToString("0.##") + " " + "Days".Translate() | The lifespan of the plant.\n\nPlants naturally die after they reach a certain age, even if not harvested. | ||||||||
Thing_Plant_LightRequirement | 4154 | 10 - Basics | Light requirement | this.growMinGlow.ToStringPercent() | The amount of light this plant requires to grow. | ||||||||
Thing_Plant_MinGrowingSkillToSow | 4151 | 10 - Basics | Minimum growing skill to sow | this.sowMinSkill.ToString() | The minimum skill needed for a farmer to to sow this plant. | ||||||||
Thing_Plant_MaxGrowthTemperature | 4153 | 10 - Basics | Max growth temperature | 58f.ToStringTemperature("F1") | The maximum temperature this plant can survive.\n\nTemperatures above this will cause damage over time. | ||||||||
Thing_Plant_MinGrowthTemperature | 4152 | 10 - Basics | Min growth temperature | 0f.ToStringTemperature("F1") | The minimum temperature this plant can survive.\n\nTemperatures below this will cause damage over time. | ||||||||
Thing_Ingestible_MaxSatisfiedTitle | 4752 | 10 - Basics | Max satisfied title | this.MaxSatisfiedTitle().GetLabelCapForBothGenders() | The highest royal title whose food requirements are satisfied by this. | ||||||||
Thing_Ingestible_Joy | 4751 | 30 - Drug if has DrugCategory, else 10 - Basics | Recreation | this.joy.ToStringPercent("F0") + " (" + this.JoyKind.label + ")" | The recreational value of ingesting this. Higher numbers will fulfill the recreation need more. | ||||||||
1000 | 30 - Drug | Psyfocus | "+" + this.offset.ToStringPercent() | Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.\n\nHigher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation. | |||||||||
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. |
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Thing_Drug_DrugCategory | 2485 | 30 - Drug | Drug category | this.drugCategory.GetLabel().CapitalizeFirst() | The category this drug belongs to. | ||||||||
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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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%. |
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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. |
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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. |
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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. |
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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 | 10 - Basics | Experience gain factor | A multiplier on the amount of experience doctors gain when using this to tend a patient. | |||||||||
Thing_Weapon_Reloadable | 5440 | ||||||||||||
Thing_Weapon_StoppingPower | 5402 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Stopping power | verb.defaultProjectile.projectile.stoppingPower.ToString("F1") | Hits from this weapon will stagger targets, slowing their movement for several seconds.\n\nTargets with a body size larger than the stopping power will be unaffected. | ||||||||
Thing_Weapon_ArmorPenetration | 5400 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Armor penetration | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. | |||||||||
Thing_Weapon_ArmorPenetration | 5400 | 10 - Basics | Armor penetration + extraLabelPart | armorPenetration.ToStringPercent() | Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. | ||||||||
Thing_Weapon_ArmorPenetration | 5400 | 48 - Weapon (Melee) | Armor penetration + extraLabelPart | float num = verb.meleeArmorPenetrationBase;
if (num < 0f) { num = (float)meleeDamageBaseAmount * 0.015f; } num.ToStringPercent() |
Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. | ||||||||
Thing_Weapon_ArmorPenetration | 5400 | 48 - Weapon (Melee) | Armor penetration + extraLabelPart | float num2 = tool.armorPenetration;
if (num2 < 0f) { num2 = tool.power * 0.015f; } num2.ToStringPercent() |
Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. | ||||||||
Thing_Weapon_BurstShotFireRate | 5392 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Fire rate | dmgBuildingsPassable.ToString("0.##") + " rpm" | The fire rate of this weapon during each burst. | ||||||||
Thing_Weapon_BurstShotCount | 5391 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Burst shot count | burstShotCount.ToString() | The amount of shots this weapon fires in each burst. | ||||||||
Thing_Weapon_Range | 5390 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Range | dmgBuildingsImpassable.ToString("F0") | The maximum range of this weapon. | ||||||||
Thing_Weapon | 5389 | 1 - Basics Important | Weapon | turret.LabelCap | The weapon used by this turret. | ||||||||
Thing_Weapon_MeleeWarmupTime | 3555 | 44 - Weapon (Melee) | How much time passes between when a melee attack with this weapon begins and when it hits. | ||||||||||
Thing_Weapon_MeleeWarmupTime | 3555 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Aiming time | 0.## s | How much time passes between when a ranged attack begins aiming and when it fires. | ||||||||
Thing_Weapon_BuildingDamageFactor | 5410 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor | Damage to all buildings is multiplied by this value. | |||||||||
Thing_WeaponBuildingDamageFactorImpassable | 5420 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor (impassable) | Damage to all impassable buildings is multiplied by this value. | |||||||||
Thing_WeaponBuildingDamageFactorPassable | 5430 | 110 - Pawn Combat if ThingCategory is Pawn, or 44 - Weapon (Ranged) | Building damage factor (passable) | Damage to all passable buildings is multiplied by this value. | |||||||||
Thing_Weapon_DirectHitChance | 3560 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Direct hit chance | (1f / (float)GenRadial.NumCellsInRadius(verb.ForcedMissRadius)).ToStringPercent() | The chance that a shot will directly hit its target if not intercepted, dodged or stopped. | ||||||||
Thing_Weapon_MissRadius | 3557 | 110 - Pawn Combat if ThingCategory is Pawn, else 44 - Weapon (Ranged) | Miss radius | verb.ForcedMissRadius.ToString("0.#") | The radius of random spread on shots fired by this weapon.\n\nHigh values make projectiles disperse randomly around the target. | ||||||||
Thing_Mineable | 2200 | 1 - Basics Important | Mined item | this.building.mineableThing.LabelCap | The item that will be yielded when mining this. | ||||||||
Thing_Mineable | 2200 | 10 - Basics | Mining yield | Mathf.CeilToInt((float)this.building.EffectiveMineableYield).ToString("F0") | The maximum amount of items yielded when mining this. The actual yield will be adjusted by the mining skill of the miner.
Multiplier for difficulty {Find.Storyteller.difficultyDef.label) + ": " + Find.Storyteller.difficulty.mineYieldFactor.ToStringByStyle(ToStringStyle.PercentZero, ToStringNumberSense.Factor)} |
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Thing_Terrain_Supports | 2000 | 13 - Terrain | Supports | ||||||||||
Thing_PowerConsumption | 5000 | ||||||||||||
Thing_RearmCost | 3170 | ||||||||||||
Thing_ShotsBeforeRearm | 3171 | ||||||||||||
Thing_BodyPartEfficiency | 4000 | 10 - Basics | Body part efficiency | The overall efficiency of this body part. | |||||||||
Thing_InstallSites | 3990 | 10 - Basics | Install sites | Areas on the body where this can be installed. | |||||||||
Thing_ReplacesParts | 3980 | 10 - Basics | Replaces parts | Body parts which are replaced by this when installed. | |||||||||
Thing_MoodChange | 3500 | 10 - Basics | Mood change + recipes.Count<RecipeDef>() >= 2 ? (" (" + def.addsHediff.label + ")") : "" | thoughtDef.stages.First<ThoughtStage>().baseMoodEffect.ToStringByStyle(ToStringStyle.Integer, ToStringNumberSense.Offset) | This body part's effect on the mood of the owner. | ||||||||
Thing_TrapArmorPeneration | 3000 | ||||||||||||
Thing_JoyKind | 4750 | ||||||||||||
Thing_Fence | 4800 | ||||||||||||
Thing_MinimumRoyalTitle | 2100 | 2 - Basics Non Pawn Important | Minimum title ({FACTION_name}) | {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.
{FACTION_name} has laws which limit the use of this weapon to those with specific titles. Each time you attack with the weapon, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences. Each upgrade level of this implant requires a specific title in {FACTION_name} to be used legally. |
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Thing_RoomRequirements | 2101 | ||||||||||||
Thing_Studiable | 3000 | 12 - Basics Non Pawn | Study | How much of the total possible study you have performed on this object. | |||||||||
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 | 10 - Basics | Ingredients | The ingredients needed to make this. | |||||||||
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.
The types of meditation focus this person can use. When meditating, a person can focus on an object to boost their psyfocus gain - but only if that object offers a focus type they can use. Each person's meditation types are determined by their background, traits, social position, and so on. Can use {0} focus type because:\n + \n\n {0} focus objects:\n + + \n\n |
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ContainerContents | 1200 | ||||||||||||
Pawn_RequiredApparel | 100 | 11 - Basics Pawn | Required apparel | Required apparel: [Disabled by: t]- or any psycaster, prestige, or mechlord apparel or any psycaster or prestige apparel (Source: ) |
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Pawn_DarknessShootingAccuracy | 4051 | 110 - Pawn Combat | Darkness shooting accuracy | min offset ~ max offset | An offset applied to the chance to hit a target based on the target's light level. The following offsets can be applied:
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Pawn_DarknessMeleeDodgeChance | 4101 | 110 - Pawn Combat | Darkness melee dodge chance | min offset ~ max offset | An offset applied to the melee dodge chance based on the local light level. The following offsets can be applied:
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Pawn_DarknessMeleeHitChance | 4101 | 110 - Pawn Combat | Darkness melee hit chance | min offset ~ max offset | An offset applied to the melee hit chance based on the target's light level. The following offsets can be applied:
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Pawn_DevelopmentHealth | 5000 | ||||||||||||
Pawn_DevelopmentLifeStage | 4200 | 11 - Basics Pawn | Life stage | Adult
Child Baby |
An adult. Human adults fully mature at the age of 18.
A child. In general, children are slower and less skilled than adults. However, children have a natural optimism. When their mood is high, this optimism can raise the mood of adult colonists.\n\nChildren can do various types of work, depending on their age: A baby. Babies cannot move on their own. Their life revolves around the simple needs of food, sleep, and play. When they giggle, nearby adults' moods are lifted, and when they cry, nearby adults are annoyed.\n\nAt age 3, human babies become children. |
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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. |
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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. |
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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. |
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Gene_HemogenOffset | 1000 | 2 - Basics Non Pawn Important | Hemogen | Hemogen is a biological energy source derived from compounds in human blood. Baseliner humans produce it endogenously and consume it over time in their own internal balance. Some human xenotypes use it as a kind of fuel for specific abilities, while others must consume it to survive at all. | |||||||||
Gene_DeathrestCapacity | 1010 | 2 - Basics Non Pawn Important | 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. |
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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. | |||||||||
100 | 600 - Containment | Bioferrite generation | if pawn is not a mutant, or a mutant doesn't produce bioferrite, and bioferrite hasn't been extracted, then bioferrite per day = body size * bioferrite density (density is 1 by default if not stated) | How much bioferrite this entity generates per day when connected to a bioferrite harvester.
Base value: 1 Multiplier for body size {pawn.BodySize.ToString("F2")}: x + pawn.BodySize.ToStringPercent() Multiplier for bioferrite density: x + compProducesBioferrite.Props.bioferriteDensity.ToStringPercent() Multiplier for bioferrite extracted recently: x + 0f.ToStringPercent() Final value: + CompProducesBioferrite.BioferritePerDay(pawn).ToString("F1") |
overridesHideStats = true | ||||||||
Containment_StrengthOffset | 500 | 600 - Containment | |||||||||||
Serum_Duration | 1000 | 700 - Serum | Duration | How long the effects of a serum last. | |||||||||
50 - Building | BedRestEffectiveness | BedRestEffectiveness |
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>