< Modding Tutorials/Flooring
TerrainDefs are used for defining basically anything that covers the floor, whether it be grass, sand, soil, or carpets.
Global attributes[edit]
Attribute
|
Description
|
Options
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defName
|
Unique ID for which the TerrainDef will take (also the reference ID)
|
String
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label
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Language-specific name displayed in game
|
String
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renderPrecedence
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Render importance of terrain
|
Integer; higher values take higher priority (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298)
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description
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Information about the terrain
|
String
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texturePath
|
Path in which the terrain texture is located
|
String as path (from Textures/)
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beauty
|
How nice the terrain looks to pawns (influences thoughts)
|
Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
|
fertility
|
Fertility rating of the terrain (ability for crops to grow on terrain)
|
Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
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acceptTerrainSourceFilth
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Determines whether or not the flooring can collect filth on it
|
Boolean (true or false)
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takeFootprints
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Determines whether or not the flooring draws colonists' footprints
|
Boolean (true or false)
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edgeType
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Gives the terrain a fade effect towards the edges
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Fade, Hard (default: Hard)
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Flooring[edit]
You should add these attributes if you are making buildable terrain, such as a carpet.
Attribute
|
Description
|
Options
|
surfacesSupported
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Defines what surfaces the flooring can be placed on
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Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
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costList
|
Cost to make each tile of flooring
|
Integer
|
researchPrerequisites
|
Defines any research requirements before the flooring can be built
|
String
|
constructionEffect
|
Effect shown when colonists are building the flooring
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ConstructDig
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designationCategory
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Defines which architect tab the flooring should appear in (optional)
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Zone, Building, Orders, Structure, Furniture, Security
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workToBuild
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Ticks needed to build 1 tile of flooring
|
Integer (usually 1 tick per frame)
|