# Documentation for *Condition objects*
## AreDomesOpen
Checks if the domes are switched to open state (after reaching breathable atmosphere)
Negate Condition
: if true, checks for the opposite condition
## CanCauseFault
Returns whether there exists a supply grid fragment of the selected type (electricity or water) where a fault can be caused (i.e. a grid with more then 10 elements).
Grid
: Select the grid.
## CheckAverageComfort
Checks the average comfort in the colony against a certain value.
Amount
: Set the value to check against.
Condition
: Select the relation to the specified value.
## CheckAverageMorale
Checks the average morale in the colony against a certain value.
Amount
: Set the value to check against.
Condition
: Select the relation to the specified value.
## CheckBuildingCount
Checks the count of buildings of the selected type.
Building
: Select building type to check for.
Amount
: Set the number of buildings of this type.
## CheckColonistCount
Counts the colonists with the selected trait.
Amount
: Set the number of colonists.
Trait
: Limit only to colonists with this Trait.
## CheckColonistStat
Checks the specified stat value of the associated colonist.
Condition
: Select the relation to the specified value.
Stat
: Select the colonist Stat to check for.
Amount
: Set the value to check against.
Description
: The condition description.
## CheckDeaths
Checks the number of dead colonists for the set time period, limited to the listed reasons of death.
ReasonsList
: Limit the checked deaths to the selected reasons.
Negate Condition
: Tick to check if the number of deaths is less or equal to the specified Count.
OtherThan
: Tick to check for any other reason than the selected.
Sols
: Specify the time range of the check.
Count
: Specify the number of dead colonists to check against.
## CheckObjectCount
Checks the number of specified objects, limited by the selected Filters. For example, use Label "Colonist", filter CheckColonistStat for Sanity < 10 and filter HasTrait "Scientist" to determine the count of mad scientists in the colony.
Label
: Select the type of object you want to check for.
InDome
: Tick to limit the check only to objects currently inside a Dome.
Filters
: Specify Filters to limit the check only to objects with the selected properties. Note: Make sure the object has these properties, i.e. don't check the Sanity of a Drone (as tempting as it is).
Condition
: Select the relation to the specified value.
Amount
: Set the value to check against.
Description
: The condition description.
## CheckResource
Checks the quantity of the specified resource against the specified value.
Condition
: Select the relation to the specified value.
Resource
: Select the type of resource to check for.
Amount
: Set the value to check against.
Description
: The condition description.
## CheckTechStatus
Checks if the specified tech is revealed and if it is researched or not.
Field
: Select the research field from which the tech is to be selected.
Tech Id
: Select a tech in the specified field.
Status
: Choose whether to pick a Tech which is already researched (researched), revealed but not yet researched (available) or not discovered at all (unknown).
Negate Condition
: Tick to select the opposite status.
## CountShuttles
Checks the number of shuttles in the colony, according to the specified criteria (shuttles in flight, refueling shuttles, idle shuttles, all shuttles).
Status
: Limit the check to shuttles in flight, refueling or idle shuttles, or count all shuttles.
Amount
: Set the value to check against.
Condition
: Select the relation to the specified value.
## CountTechsResearched
Checks the number of researched Techs.
Filters
: Pick Filters to narrow the search to the specified techs.
Condition
: Select the relation to the specified value.
Amount
: Set the value to check against.
Description
: The effect description
## FounderStageCompleted
Checks if Founder stage is completed (colony is approved).
Negate Condition
: if true, checks for the opposite condition
## HasTrait
Checks if colonist has the specified trait.
Trait
: Select the trait to check for.
Negate Condition
: if true, checks for the opposite condition
## HasWorkplace
Checks if colonist has a workplace.
Negate Condition
: if true, checks for the opposite condition
## IsAssociatedObject
Checks if object is the associated object.
## IsAtmosphereBreathable
Checks if the atmosphere is breathable
Negate Condition
: if true, checks for the opposite condition
## IsBuildingClass
Checks if building's class is one of the specified classes (if any) and its template is one of the specified templates (if any).
Building Class
: List of building classes to check against
Building Template
: List of building templates to check against
Negate Condition
: if true, checks for the opposite condition
## IsBuildingWorking
Checks if the building is working.
Negate Condition
: if true, checks for the opposite condition
## IsCommander
Checks if player's Commander profile is the same as the specified.
Commander Profile
: Choose the commander profile to check against.
Negate Condition
: if true, checks for the opposite condition
## IsCommander2
Checks if player's Commander profile is one of the two specified.
Commander Profile 1
: Choose the first commander profile to check against.
Commander Profile 2
: Choose the second commander profile to check against.
Negate Condition
: if true, checks for the opposite condition
## IsCommanders
Checks if player's Commander profile is one of the specified.
Commanders
: List of commanders to check against.
Negate Condition
: if true, checks for the opposite condition
## IsCustomAnomaly
Checks if asociated rocket is the Founder's rocket
Negate Condition
: if true, checks for the opposite condition
id
: Set the anomaly ID
## IsFoundersRocket
Checks if asociated rocket is the Founder's rocket
Negate Condition
: if true, checks for the opposite condition
## IsMysteryActive
Checks whether the specified mystery is active in this playthrough.
Mystery
: Select the mystery to check for.
Negate Condition
: if true, checks for the opposite condition
## IsRocketID
Checks if the rocket ID is the one specified.
Negate Condition
: if true, checks for the opposite condition
Rocket ID
: Specify the rocket ID to check for.
## IsRocketStatus
Checks if the associated rocket is in the specified status.
Status
: Select a rocket status to check for.
Negate Condition
: if true, checks for the opposite condition
## IsRocketType
Checks whether the associated rocket is the specified type.
Type
: Select a rocket type to check for.
Negate Condition
: if true, checks for the opposite condition
## IsSolInRange
Checks whether the current Sol is in the specified time range.
Min sol
: Set the lowest valid value for the current Sol.
Max sol
: Set the highest valid value for the current Sol.
## IsSpecialProjectCompleted
Check if the specified special project has been completed at least onece.
Negate Condition
: if true, checks for the opposite condition
project_id
: Project to chech for.
## IsSponsor
Check if the current mission sponsor is the specified one.
Sponsor Name
: Select a mission sponsor to check for.
Negate Condition
: if true, checks for the opposite condition
## IsSponsors
Check if the current mission sponsor is one of the specified ones.
Sponsors
: List of sponsors to check against.
Negate Condition
: if true, checks for the opposite condition
## IsSupplyPod
Check if the associated object is a Supply Pod.
Negate Condition
: if true, checks for the opposite condition
## IsTechId
Check if the associated tech is the one specified.
Field
: Select the research field from which the tech is to be selected.
Tech Id
: Select a tech in the specified field.
Negate Condition
: if true, checks for the opposite condition
## IsWorkplace
Check if the associated colonist works in the specified building.
Building
: Select a workplace for the colonist.
## PickFromLabel
Picks a random object from a specific label, fulfilling the specified conditions.
Label
: Select the label from which to choose the object.
Conditions
: List the conditions the object has to fulfill in order to be selected.
## PickResident
Picks a random resident of the specified building who also satisfies certain conditions.
ParentBuildingLabel
: Select a parent building to pick a resident from.
ResidentConditions
: List the conditions the colonist has to satisfy to be selected.
## PickRocketWithStatus
Pick a random rocket with the specified status.
Negate Condition
: if true, checks for the opposite condition
Status
: Select the desired status of the rocket.
## PickShuttle
Pick a random flying shuttle.
## PickWorker
Pick a colonist with the specified workplace.
ParentBuildingLabel
: Select the building where the colonist works.
WorkerConditions
: List the conditions the colonist has to satisfy to be selected.
## SupplyMissionsEnabled
Checks whether supply missions are enabled.
Negate Condition
: if true, checks for the opposite condition
## TerraformingActive
Checks if terraforming is active in the current playthrough.
Negate Condition
: if true, checks for the opposite condition
(insert footer.md.html here)