# 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 (insert footer.md.html here)