# 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)