# Documentation for *Effect objects*
## ActivateStoryBit
Activates a StoryBit with the specified Id
NoCooldown
: Don't activate any cooldowns for subsequent StoryBit activations
Id
: Id of the StoryBit to be activated
Force Popup
: Specifying true skips the notification phase, and directly displays the popup
## AddBuildingExtraCost
Adds extra cost to the construction of the specified building.
Building
: Select the building class to be affected by the extra building cost.
Resource
: Select the extra resource added to the building cost.
Amount
: Set the amount of the specified resource, added to the building cost.
## AddExpeditionRocketResources
Adds the specified resources to the rocket cargo. Note: In order to ensure that the resources will be properly loaded, in a StoryBit FollowUp which adds resources to the expedition, use trigger PlanetaryAnomalyAnalyzed. In order to ensure that the anomaly will be recognized as an associated object, use as a prerequisite IsCustomAnomaly.
amount
: Select the quantity of resources of the specified type to be added.
resource
: Select the type of resources to be added.
## AddTrait
Add a specified trade or specialization to the associated colonist.
Trait
: Select a trait to add to the colonist.
## CallTradeRocket
Calls a trade rocket with the specified properties.
rocket_id
: Set the ID of the rocket being called (can later be later used to identify the rocket).
display_name
: Set the rocket name.
description
: Set a description for the rocket.
Travel time (to Mars)
: Set the time it takes the rocket to travel from Earth to Mars.
Travel time (to Earth)
: Set the time it takes the rocket to travel from Mars to Earth.
Fuel Amount
: Set the amount of fuel needed for launch.
Resource
: Select the first resource carried by the rocket.
Amount
: Set the amount of the first resource carried by the rocket.
Resource
: Select the second resource carried by the rocket.
Amount
: Set the amount of the second resource carried by the rocket.
Resource
: Select the third resource carried by the rocket.
Amount
: Set the amount of the third resource carried by the rocket.
Resource
: Select the fourth resource carried by the rocket.
Amount
: Set the amount of the fourth resource carried by the rocket.
Resource
: Select the fifth resource carried by the rocket.
Amount
: Set the amount of the fifth resource carried by the rocket.
Funding when rocket launches from mars.
: Set the funding received on launch.
## CauseFault
Cause a fault at a specified number of random spots on a grid.
Grid
: Select the grid.
Amount
: Set the amount of faults caused.
## CauseFracture
Cause a fracture on the associated dome.
ChanceLarge
: Set the chance for a big fracture.
## CreatePlanetaryAnomaly
Creates a planetary anomaly with the specified properties.
id
: Set the anomaly ID.
display_name
: Set the name displayed in the game.
description
: Set the anomaly description.
latitude
: Set the anomaly's latitude on the planet
longitude
: Set the anomaly's longitude on the planet
is_orbital
: Set to true if the anomaly is in orbit.
required_crew
: Set how many colonists are required to complete the anomaly.
required_drones
: Set how many drones are required to complete the anomaly.
required_crew_specialization
: Select which specialization is required from the colonists.
required_rover
: Select which type of rover is required for the mission.
Required resources to launch
: List all the resources required for this mission.
associate
: Set to true to pass the new anomaly as a context object.
reward
: Select the reward for completing the anomaly.
Short outcome text
: Short description of the reward.
## DelayExpedition
Delay the associated expedition rocket by the specified time.
Time
: Set the delay for the expedition rocket in hours.
## DeleteCargo
Delete the associated rocket's cargo.
## DestroyBuilding
Destroy the associated building.
KillColonists
: Set to true in order to kill the colonists in the building.
## DestroyVehicle
Destroy the associated vehicle.
## DisableLanding
Disable landing of the associated rocket (the rocket landing should be later enabled with EnableLanding).
## DisableLaunch
Disable launch for the associated rocket (the rocket launch should be later enabled with EnableLaunch).
## DiscoverTech
Discover the specified tech or a random tech from the specified field.
Field
: Select the research field for the tech.
Tech
: Select a tech from the research field.
Cost (RP)
: Set the cost for researching the tech.
## EffectPickRocketWithStatus
Pick a rocket with a specific status.
Status
: Select a status for the rocket.
## EnableLanding
Enable landing of the associated rocket (should be used to enable rocket landing after disabling with DisableLanding)
## EnableLaunch
Enable launch for the associated rocket (should be used to enable rocket launch after disabling with DisableLaunch).
## EnableRandomStoryBit
Performs a weighted random on a list of story bits and enables the one that is picked (if any)
Story Bits
: List of StoryBit ids to pick from
Weights
: Weights for the entries in StoryBits (default 100)
## EraseColonist
Delete the associated colonist.
## EraseObject
Delete the associated object.
## EraseShuttles
Delete the specified amount of shuttles.
Count
: Set an amount of shuttles to delete.
LogicalObjectOnly
: Set to false to remove all traces of the shutle.
IdleShuttlesFirst
: Set to true to remove idle shuttles first.
## ExecuteWhenConditionsMet
Executes a list of effects as soon as a set of conditions is met. Sample use: enable a new building once a population of 50 or more is reached.
Id
: A unique Id allowing you to later stop this effect using StopEffect/StopGlobalEffect; optional
AllowImmediate
: Allow executing the effects if the conditions are already met upon start
Condition
: Allows specifying 'All' or 'Any'
Conditions
: The list of conditions to check
Effects
: The list of effects to apply
## ExplodeBuilding
Blow up the associated building.
KillColonists
: Set to true to kill the colonist in the building.
Radius
: Set the radius for the building explosion.
## ExplodeRocket
Blow up the associated rocket.
## ExtendDisaster
Blow up the associated building.
Time
: Set the time period for which to extend the disaster.
Disaster
: Select a disaster to extend.
## Fireworks
Trigger fireworks.
## ForEachExecuteEffects
Execute the specified effects list for each object from the label which satisfies the conditions.
Label
: Select the label to get the objects from.
InDome
: Set to true if the object resides in a Dome.
Filters
: List the conditions which the objects need to satisfy.
Random count
: Cap for the number of objects for which the effects will be executed; Zero leaves all objects in.
Random percent
: Set the percentage of the objects for which the effects will be executed.
Effects
: List the effects which will be executed on the objects.
Description
: Custom description for this effect to be used for displaying it to the player
## ForEachResident
Execute the specified effects list for the residents in the associated building.
Filters
: List the conditions the colonist has to satisfy.
Random count
: Cap for the number of residents for which the effects will be executed; Zero leaves all residents in.
Random percent
: Set the percentage of the residents for which the effects will be executed.
Effects
: List the effects to be executed on the colonists.
Description
: Custom description for this effect to be used for displaying it to the player
## ForEachWorker
Execute the effects from the effects list for each of the workers which satisfies the filter conditions and works in the associated workplace.
Filters
: List the conditions the colonist has to satisfy.
Random count
: Cap for the number of workers for which the effects will be executed; Zero leaves all workers in.
Random percent
: Set the percentage of the workers for which the effects will be executed.
Effects
: List the effects to be executed for each of the workers.
Description
: Custom description for this effect to be used for displaying it to the player
## ForceSuicide
Force the associated colonist to commit suicide.
## FreezeBuilding
Freeze the associated building.
## FreezeDrone
Freeze the associated drones.
## KillColonist
Kill the associated colonist with the specified reason.
DeathReason
: Select a reason for the colonist's death.
## KillExpedition
Destroy the associated expedition.
## LockUnlockBuildingFromBuildMenu
Lock the specified buildings from the build menu.
Building
: Select building to lock from the build menu.
Lock
: Set to true to unlock the building.
Message
: Message being displayed.
## LoseFundingPercent
Player loses a certain percent of their funding.
Percent
: Set the percent of funding to lose.
## Malfunction
Malfunction the associated building.
## MalfunctionRocket
Malfunction the associated rocket.
Resource
: Select the resource required to fix the rocket.
Amount
: Select the amount of the resource required to fix the rocket.
## Marsquake
Trigger marsquake.
Epicenter
: Choose an epicenter of the Marsquake via a given label (choosing a random building from that label as the origin).
Radius
: Marsquake radius given in number of hexes.
Targets Count
: Number of buildings to malfunction.
## ModifyCargoPrice
Modify the price of the associated or selected cargo by a certain percentage.
Cargo
: Select the cargo type.
Percent
: Select percentage by which to modify the price.
## ModifyColonistStat
Modify the associated colonist's stat by the amount or percent specified.
Stat
: Select a stat to modify.
Amount
: Set an amount to modify the stat.
Percent
: Set a percentage to mortify the stat.
Reason
: The reason which will be displayed in UI.
## ModifyConst
Applies a modifier to a specific game const by a certain amount or percent. Label modifiers are stored individually and can be removed or updated later on.
Const
: Select a const to modify.
Amount
: Set an amount to modify the const by.
Percent
: Set a percentage to modify the const by.
Sols
: If positive makes the modification last a certain amount of Sols.
ModifyId
: Used to reference the same modification later, for example to remove or update it.
## ModifyLabel
Applies a modifier to a property for all objects in the specified label. Label modifiers are stored individually and can be removed or updated later on.
Label
: The label to be affected; labels specify certain specific subsets of objects
InDome
: It true, apply to a label within the Dome passed as a parameter to this effect instead
Property
: Name of a numeric property to modify
Amount
: Additive modifier, applied after Percent
Percent
: Multiplicative modifier
Sols
: If positive, makes the modifier temporary for the specified number of sols
ModifyId
: Used to reference this modifier later; this modifier will replace the existing modifier for the same label with the same ModifyId if present
Reason
: For some properties, a list of all applied modifiers are displayed in the UI using this text
Description
: Custom description for this effect to be used for display in the Story Bits UI
## ModifyObject
Applies a modifier to a property of the object parameter of this effect. All modifiers are stored individually and can be removed or updated later on.
Property
: Name of a numeric property to modify
Amount
: Additive modifier, applied after Percent
Percent
: Multiplicative modifier, percent
Sols
: If positive, makes the modifier temporary for the specified number of sols
ModifyId
: Used to reference this modifier later; this modifier will replace the existing modifier with the same ModifyId if present
Reason
: For some properties, a list of all applied modifiers are displayed in the UI using this text
## ModifyStatus
Add or remove a status effect from the colonist (status effects are things like Homeless, freezing, etc.)
Status
: Select the status to change.
Apply
: Set to false to remove the status.
## PauseExpedition
Pause the expedition with the associated rocket.
## PauseResearch
Pause research points incoming from the specified research type (sponsor or outsource).
Time
: Set a timeframe to pause the research for.
ResearchType
: Select the research type to pause.
## PayFunding
Lose a certain amount of funding.
Amount
: Set the amount of funding to be lost.
## PickCargo
Pick random cargo from the cargo list.
Cargo List
: List the cargo to pick from.
## PickFromLabelEffect
Pick a random object from the specified label.
Label
: Select the label to pick the object from.
InDome
: Set to true if the object resides in a dome.
PickDifferent
: Set true to pick a different object than the associated one.
Conditions
: List the conditions the object has to satisfy.
## RemoveAllTraits
Remove all traits from the associated colonist.
## RemoveTrait
Remove a trait from the associated colonist.
Trait
: Set the trait to be removed.
## RenameAssociatedObject
Change the name of the associated object.
Name
: Set a new name for the object.
## RenameObject
Change the name of a random object with a certain label which satisfies the filter conditions.
Label
: Select the label from which an object will be selected.
Filters
: List the conditions the object has to satisfy in order to be chosen.
Description
: Custom description for this effect to be used for displaying it to the player
Name
: Set the new name of the object.
## ResetBuildingExtraCost
Reset the building cost of the selected building to the original one.
Resource
: Select the resource which cost is to be resetted.
BuildingClass
: Select a building class whose building cost to reset.
## ResidenceExecuteEffect
Execute the specified list of effects on the associated colonist.
Effects
: List the effects to execute for the selected colonist.
Description
: Custom description for this effect to be used for displaying it to the player
## ResumeExpedition
Resume the expedition of the associated rocket.
## RevealNextTechInField
Discover the next X amount of technologies in the specified field.
Field
: Select a field to discover techs from.
Amount
: Set the amount of techs to discover.
## RewardApplicants
Grant a specific amount of applicants, with the selected traits and specialization.
Amount
: Set the number of applicants to grant.
Trait
: Select a trait for the granted applicants.
Specialization
: Select a specialization for the granted applicants.
## RewardExportPrice
Increase the price of exporting rare metals to Earth by the specified percentage.
Percent
: Set a percentage to raise the export price by.
ModifyId
: Used to reference the same modification later
## RewardFunding
Receive the specified amount of funding.
Amount
: Set the amount of funding to receive.
## RewardNewRocket
Grant a new rocket.
## RewardPrefab
Grant a specific amounts of building prefabs or drones.
Amount
: Set the amount of prefabs to receive.
Prefab
: Select a prefab.
## RewardResearchPoints
Grant a specific amount of research points.
Amount
: Set the amount of research points to receive.
## RewardSponsorResearch
Grant a specific amount of sponsor research points.
Amount
: Set the amount of research points to add to sponsor research.
ModifyId
: Used to reference the same modification later
## RewardSupplyPods
Grant a specific amount of Supply Pods.
Amount
: Set the amount of supply pods to receive.
## RewardTech
Grant a specific or random tech in a specific or random field.
Field
: Select the research field for the tech.
Research
: Select a tech from the research field.
## RewardTechBoost
Grant a tech boost to a specific or random tech in a specific or random field.
Field
: Select the research field for the tech.
Research
: Select a tech from the research field.
Amount
: Set the amount to boost.
## RewardWonder
Grant a wonder.
## SetBuildingBreakdownState
Set the breakdown state of the associated building (maintenance or malfunction).
State
: Select a breakdown state.
RepairResource
: Select the resource needed for repair.
RepairAmount
: Set the amount of resource needed for repair.
EnableBuilding
: Set to false to disable the building.
## SetBuildingEnabledState
Enable or disable the associated building.
Enabled
: Set to true to enable the building.
Duration
: Set the duration in sols.
## SetBuildingRogueState
Set the associate building's rouge state to true/false.
RogueState
: Set to true to make the building Rouge, i.e. cannot be interacted with.
## SetConstructionSiteState
Set the associated construction site state to the specified one.
State
: Select the state for the construction site.
Associate Completed Building
: Set to true to pass the building as an associated object.
## SetEnabledSpecialProject
Enable or Disable special project. When disabled all pois from that type are removed and expeditions to that type ot projects are canceled.
Enabled
: Make projects enabled or disabled
Special project ID
: Set project d
## SpawnColonist
Spawn a colonist with the specified traits.
Count
: Set the number of colonists to spawn.
Name
: Set the colonist's name
Gender
: Select the gender.
Age
: Select the age.
Specialization
: Select a specialization.
Trait1
: Select a trait.
Trait2
: Select a trait.
Trait3
: Select a trait.
Associate with StoryBit
: Pass it as an associated object.
## SpawnEffectDeposit
Spawn the selected type of effect deposits in a certain radius around a random building from the specified label.
Amount of deposits
: Set the amount of deposits to spawn.
Effect Type
: Select the effect type.
Label
: Select a label to choose a building from.
Radius
: Set the radius from the chosen building to spawn the effect deposits.
Conditions
: List the conditions the building has to fulfill in order to be chosen.
## SpawnRefugeeRocket
Spawn a rocket with refugees coming to the colony.
Custom Display Name
: Set the name of the rocket.
Custom Description Text
: Set the rocket's description.
Custom Travel Time
: Set the time to travel to Mars.
Timeout
: Set the amount of time the rocket stays in orbit
Refugee Count
: Set the number of refugees on board.
Add Refugee Trait
: Set to true to give the colonists the refugee trait.
Trait 1
: Set the first trait for the refugees.
Trait 1 Chance
: Set the chance of a refugee getting the first trait.
Trait 2
: Set the second trait for the refugees.
Trait 2 Chance
: Set the chance of a refugee getting the second trait.
Trait 3
: Set the third trait for the refugees.
Trait 3 Chance
: Set the chance of a refugee getting the third trait.
Associate with StoryBit
: Set to true to pass it as an associated object.
## SpawnRocketInOrbit
Spawn rocket in orbit.
Is Supply Pod
: Set to true if the rocket should be a supply pod
Cargo List
: List the cargo in the rocket.
Associate with StoryBit
: Set to true to pass it as an associated object.
## SpawnSubsurfaceDeposits
Spawn the selected type of subsurface deposits in a certain radius around a random building from the specified label.
Amount of deposits
: Set the amount of deposits to be spawned.
Resource
: Select the resource found in the deposit.
Amount of the resource in the deposit
: Set the amount of resources in the deposit.
Depth Layer
: Set the depth layer of the deposit
Grade
: Select the grade of the deposit.
Label
: Select a label to choose a building from.
Radius
: Set the radius from the chosen building to spawn deposits.
Conditions
: List the conditions the building has to fulfill in order to be chosen.
## StartDisaster
Start the selected disaster.
Disaster
: Select the disaster.
Storm
: Select the mode for the Dust Storm disaster.
Strength
: Select the strength of the disaster.
Meteors Type
: Select the mode for Meteors disaster.
Endless
: Set to true to make the disaster endless.
Label
: Select a label, from which a building will be chosen and the disaster will strike at its position.
## UnfreezeBuilding
Unfreeze the associated building.
## UnitAppear
Make the associated unit appear at the specified location.
Location
: Select a location for the unit to appear.
## UnitDisappear
Make the associated unit disappear.
## WorkplaceExecuteEffect
Execute the specified effects for the associate colonist's workplace.
Effects
: List the effects to be executed.
Description
: Custom description for this effect to be used for displaying it to the player
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