Difference between revisions of "TerrainDef"

From RimWorld Wiki
Jump to navigation Jump to search
(Created new page)
 
(Put some attributes in Flooring)
Line 31: Line 31:
 
|How nice the terrain looks to pawns (influences thoughts)
 
|How nice the terrain looks to pawns (influences thoughts)
 
|Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
 
|Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
|-
 
!surfacesSupported
 
|Defines what surfaces the flooring can be placed on
 
|Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
 
|-
 
!workToBuild
 
|Ticks needed to build 1 tile of flooring
 
|Integer (usually 1 tick per frame)
 
|-
 
!designationCategory
 
|Defines which architect tab the flooring should appear in (optional)
 
|Zone, Building, Orders, Structure, Furniture, Security
 
 
|-
 
|-
 
!fertility
 
!fertility
 
|Fertility rating of the terrain (ability for crops to grow on terrain)
 
|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)
 
|Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
|-
 
!costList
 
|Cost to make each tile of flooring
 
|Integer
 
|-
 
!constructionEffect
 
|Effect shown when colonists are building the flooring
 
|ConstructDig
 
 
|-
 
|-
 
!acceptTerrainSourceFilth
 
!acceptTerrainSourceFilth
Line 67: Line 47:
 
|Gives the terrain a fade effect towards the edges
 
|Gives the terrain a fade effect towards the edges
 
|Fade, Hard (default: Hard)
 
|Fade, Hard (default: Hard)
 +
|}
 +
 +
==Flooring==
 +
 +
You should add these attributes if you are making buildable terrain, such as a carpet.
 +
{| class="wikitable sortable"
 +
|-
 +
!Attribute
 +
!Description
 +
!Options
 +
|-
 +
!surfacesSupported
 +
|Defines what surfaces the flooring can be placed on
 +
|Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
 +
|-
 +
!costList
 +
|Cost to make each tile of flooring
 +
|Integer
 
|-
 
|-
 
!researchPrerequisites
 
!researchPrerequisites
 
|Defines any research requirements before the flooring can be built
 
|Defines any research requirements before the flooring can be built
 
|String
 
|String
 +
|-
 +
!constructionEffect
 +
|Effect shown when colonists are building the flooring
 +
|ConstructDig
 +
|-
 +
!designationCategory
 +
|Defines which architect tab the flooring should appear in (optional)
 +
|Zone, Building, Orders, Structure, Furniture, Security
 +
|-
 +
!workToBuild
 +
|Ticks needed to build 1 tile of flooring
 +
|Integer (usually 1 tick per frame)
 +
|-
 
|}
 
|}
  
 
[[Category:Defs]]
 
[[Category:Defs]]

Revision as of 23:43, 30 April 2014

TerrainDefs are used for defining basically anything that covers the floor, whether it be grass, sand, soil, or carpets.

Global attributes

Attribute Description Options
defName Unique ID for which the TerrainDef will take (also the reference ID) String
label Language-specific name displayed in game String
renderPrecedence Render importance of terrain Integer; higher values take higher priority (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298)
description Information about the terrain String
texturePath Path in which the terrain texture is located String as path (from Textures/)
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)
acceptTerrainSourceFilth Determines whether or not the flooring can collect filth on it Boolean (true or false)
takeFootprints Determines whether or not the flooring draws colonists' footprints Boolean (true or false)
edgeType Gives the terrain a fade effect towards the edges Fade, Hard (default: Hard)

Flooring

You should add these attributes if you are making buildable terrain, such as a carpet.

Attribute Description Options
surfacesSupported Defines what surfaces the flooring can be placed on Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
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 ConstructDig
designationCategory Defines which architect tab the flooring should appear in (optional) Zone, Building, Orders, Structure, Furniture, Security
workToBuild Ticks needed to build 1 tile of flooring Integer (usually 1 tick per frame)