# Documentation for *Consts* ## Overview Consts is a class container for modifiable game constants. g_Consts is its global instance used to access the const values.
Reference: [GameValue](ModItemGameValue.md.html)
## Parent classes * InitDone * Modifiable * PropertyObject ## Class properties ### Modifiable Properties #### Buildings **BuildingDailyDustAccumulation** : Dust accumulation per Sol **BuildingDailyDustMaxPercents** : Maximum dust accumulated per Sol **BuildingDailyDustMin** : Minimum dust accumulated per Sol **BuildingDustModifier** : Modifier applied to dust accumulated by buildings **BuildingMaintenancePointsModifier** : Modifier applied to maintenance points accumulated by buildings **CommandCenterMaxDrones** : Maximum number of Drones a Drone Hub can control **ConstructionNanitesTimeDelta** : How often the construction nanite tech picks up resources from nearby storages. **CropFailThreshold** : Average performance of Farms required for Crops to succeed **LargeBuildingHexes** : Buildings with this many or more hexes are considered 'large' (affects Dust Devils' paths and dust accumulation during them) **PipesPillarSpacing** : When building pipes, every 'PipesPillarSpacing'-th pipe will have a support pillar underneath it **RechargeStationTimeMod** : Time multiplier only when recharging from a station #### Colonist **ApplicantsPoolStartingSize** : Applicants pool starting size **BirthThreshold** : Threshold of accumulated stat points to trigger birth of a new Colonist **ForcedByUserLockTimeout** : Lock time to Workplace, Residence, Dome selected by user **FundingFromTourist** : Funding received from each tourist when landing on Mars (in M) **NonHomeDomePerformancePenalty** : Performance penalty for colonists working in another connected dome **NonSpecialistPerformancePenalty** : Performance penalty for non-Specialists assigned to a specialized work position **Other_gender_chance** : The chance to generate a Colonist with 'Other' sex **ProjectMorphiousPositiveTraitChance** : Chance to get positive trait when Resting and ProjectMorpheus is active **TimeBeforeStarving** : Time before starting to starve **TouristSolsOnMars** : The number of sols that tourists stay on Mars. **VisitFailPenalty** : Comfort penalty when failing to satisfy a need via a visit **botanist_arrival_chance** : Arrival chance (Botanist) **cloning_points** : Cloning points at full performance per hour **eat_food_per_visit** : Food eaten per visit to building, Farm or stockpile **engineer_arrival_chance** : Arrival chance (Engineer) **geologist_arrival_chance** : Arrival chance (Geologist) **medic_arrival_chance** : Arrival chance (Medic) **positive_playground_chance** : Colonist's chance to get a Perk when grown if they’ve visited a playground as a child **scientist_arrival_chance** : Arrival chance (Scientist) **security_arrival_chance** : Arrival chance (Officer) **specialist_chance_mul** : Multiplier for arrival chances of all Specialist types #### Cost **Concrete_cost_modifier** : All building construction costs in Concrete will be modified by this percent **Concrete_dome_cost_modifier** : All Dome construction costs in in Concrete will be modified by this percent **Electronics_cost_modifier** : All building construction costs in Electronics will be modified by this percent **Electronics_dome_cost_modifier** : All Dome construction costs in in Electronics will be modified by this percent **MachineParts_cost_modifier** : All building construction costs in Machine Parts will be modified by this percent **MachineParts_dome_cost_modifier** : All Dome construction costs in in Machine Parts will be modified by this percent **Metals_cost_modifier** : All building construction costs in Metals will be modified by this percent **Metals_dome_cost_modifier** : All Dome construction costs in in Metals will be modified by this percent **PolymersPerFracture** : The number of polymers required to fix a single dome/passage fracture **Polymers_cost_modifier** : All building construction costs in Polymers will be modified by this percent **Polymers_dome_cost_modifier** : All Dome construction costs in in Polymers will be modified by this percent **PreciousMetals_cost_modifier** : All building construction costs in Rare Metals will be modified by this percent **PreciousMetals_dome_cost_modifier** : All Dome construction costs in in Rare Metals will be modified by this percent **RocketPrice** : Rocket Price **rebuild_cost_modifier** : All building rebuild construction costs will be modified by this percent #### Drone **AndroidConstructionTime** : Biorobot construction time **AndroidElectronicsCost** : Price for constructing a Biorobot in a Drone Factory **DroneBuildingRepairAmount** : Drones generate this many Repair points (per second) when repairing a building **DroneBuildingRepairBatteryUse** : Battery usage when Drone is repairing a building (per second) **DroneCarryBatteryUse** : Battery usage when Drone is moving and carrying a resource (per second) **DroneCleanAmount** : When cleaning a building Drones generate this many Clean points (per second) **DroneConstructAmount** : Drones generate this many Construct points (per second) when constructing a building **DroneConstructBatteryUse** : Battery usage when Drone is constructing a building (per second) **DroneConstructionTime** : Drone construction time using the Drone Hub **DroneDeconstructAmount** : Drones generate this many Destroy points (per second) when destroying a Black Cube **DroneDeconstructBatteryUse** : Battery usage when Drone is destroying a Black Cube (per second) **DroneElectronicsCost** : Price for constructing a Drone using the Drone Hub **DroneEmergencyPower** : Drones will go to recharge when looking for work at twice this limit; They will drop what they're doing and go to recharge at this limit **DroneGatherResourceWorkTime** : Drones will load resources for this amount of time **DroneHubOrderDroneRange** : How far away from the drone hub it would look for factories when ordering drone construction. **DroneMaxDustBonus** : Additional dust limit increase (in %) beyond which a dirty Drone will Malfunction **DroneMoveBatteryUse** : Battery usage when Drone is moving (without carrying resources) (per second) **DroneRechargeTime** : The time it takes for a Drone to be fully recharged **DroneRepairAnimReps** : Drone repair time is dictated by the number of repetitions of the Repair animation **DroneRepairSupplyLeak** : The amount of time in seconds it takes a Drone to fix a supply leak **DroneResourceCarryAmount** : Drone resource carry amount **DroneTimeToWorkOnLandscapeMultiplier** : The time drones take to work on landscaping is modified by this value. **DroneTransformWasteRockObstructorToStockpileAmount** : Drones generate 'transform_to_waste_rock' points (per second) when removing Waste Rock obstructions **DroneTransformWasteRockObstructorToStockpileBatteryUse** : Battery usage when Drone is removing Waste Rock obstructions (per second) **RechargeCleansDrones** : Drones will be cleaned of dust when being recharged if this value is bigger than 0 #### Gameplay **ApplicantGenerationInterval** : How long it takes to generate a new Applicant in the Applicant Pool **ApplicantSuspendGenerate** : Determines whether the applicant pool gains new entries. **CargoCapacity** : Maximum payload (in kg) of a resupply Rocket **CrimeEventDestroyedBuildingsCount** : CrimeEvent - the number of destroyed buildings from single crime event **CrimeEventSabotageBuildingsCount** : CrimeEvent - the number of sabotaged buildings from single crime event **DeepScanAvailable** : Deep scanning is available when this is not 0 **ExportPricePreciousMetals** : Amount of Funding (in millions) received by exporting one unit of Rare Metals **FoodPerRocketPassenger** : The amount of Food (unscaled) supplied with each Colonist arrival **FundingGainsModifier** : All Funding is multiplied by this percent **GameRuleRebelYellProgress** : GameRule - RebelYell - points to add to renegade generation. **InstantCables** : Cables are built instantly when this is not 0 **InstantPassages** : Passages are built instantly and cost nothing when this is not 0 **InstantPipes** : Pipes are built instantly when this is not 0 **IsDeepMetalsExploitable** : Deep Metals deposits are exploitable when this is not 0 **IsDeepPreciousMetalsExploitable** : Deep Rare Metals deposits are exploitable when this is not 0 **IsDeepWaterExploitable** : Deep Water deposits are exploitable when this is not 0 **MaxColonistsPerPod** : Maximum number of Colonists that can arrive on Mars in a single Pod **MaxColonistsPerRocket** : Maximum number of Colonists that can arrive on Mars in a single Rocket **MaxResearchCollaborationLoss** : Max Research Collaboration Loss (%) **OutsourceDisabled** : Determines whether the player can buy research points via outsourcing. **OutsourceMaxOrderCount** : Maximum Outsource Orders **OutsourceResearch** : Outsource Research Points **OutsourceResearchCost** : Outsource Research Cost (in millions) **OutsourceResearchTime** : Outsource Research Duration **OverpopulatedDome** : The number of Homless colonists that Overpopulated the dome. **SponsorFundingInterval** : Period (in Sols) of additional periodical Funding from mission sponsors **SponsorFundingPerInterval** : Amount of additional Funding (in millions) received periodically from mission sponsor **SponsorGoalsCount** : Number of sponsor goals **SupplyMissionsEnabled** : Determines where supply missions are enabled **TravelTimeEarthMars** : Time it takes for a Rocket to travel from Earth to Mars **TravelTimeMarsEarth** : Time it takes for a Rocket to travel from Mars to Earth **WasteRockToConcreteRatio** : WasteRock To Concrete Ratio #### Research **BreakThroughTechCostMod** : Breakthrough tech cost modifier **BreakthroughResearchSpeedMod** : Research point multiplier for Breakthrough Research (in %) **ElectricityForResearchPoint** : Excess electrical Power will be converted to research at the rate defined by this value. **ExperimentalResearchSpeedMod** : Research point multiplier for Experimental Research (in %) **ExplorerRoverResearchPoints** : Research points generated per RC Commander **PlanetaryBreakthroughCount** : Number of Breakthroughs reserved for Planetary Anomalies **SponsorResearch** : Sponsor Funding gained per Sol #### Rover **RCRoverDistanceToProvokeAutomaticUnsiege** : Go To command will automatically cause unsiege if target is further than this distance **RCRoverDroneRechargeCost** : The amount of battery drained from RC Commander when recharging a Drone. **RCRoverMaxDrones** : Maximum Drones an RC Commander can control **RCRoverScanAnomalyTime** : RC Commander Anomaly scanning time (for each layer of depth) **RCRoverTransferResourceWorkTime** : The time it takes for an RC Commander to transfer 1 resource to a Depot. **RCTransportGatherResourceWorkTime** : The time it takes the RC Transport to gather 1 resource from a deposit #### Stat **ColdWaveSanityDamage** : Sanity damage from a Cold Wave (per hour) **DustStormSanityDamage** : Sanity damage from Dust Storms (per hour) **GameRuleRebelYellRenegadeCreation** : Renegade creation point when game rule Rebel Yell is activated **HighStatLevel** : Stats above this level are considered high **HighStatMoraleEffect** : High Health, Sanity and Comfort increase the Colonist's morale by this much **LowSanityNegativeTraitChance** : Chance of getting a negative trait when Sanity reaches zero, in % **LowSanitySuicideChance** : Chance of suicide when Sanity reaches zero, in % **LowStatLevel** : Stats below this level are considered low **LowStatMoraleEffect** : Low Health, Sanity and Comfort decreases a Colonist's morale by this amount **MalfunctionedDome** : Colonist Sanity decreased when rest in malfunctioned Dome **MedicalBuildingMinComfortBirthDecrease** : Decreases minimum Colonist Comfort for giving birth in a Dome Medical Building **MeteorHealthDamage** : Health damage from small meteor (one-time on impact) **MeteorSanityDamage** : Sanity damage from meteor (one-time on impact) **MinComfortBirth** : Minimum Colonist Comfort for Birth **MoraleInitRange** : Morale of new Colonists starts randomly in this range, centered around half of maximum Morale **MysteryDreamSanityDamage** : Sanity damage for Dreamers from Mirages (per hour) **NoHomeComfort** : Colonist Comfort decreases when homeless **NonHomeDomeServiceThresholdDecrement** : Service threshold penalty for colonists being serviced in another connected dome **OutsideFoodConsumptionComfort** : Comfort damage from eating raw food from piles **OutsideWorkplaceSanityDecrease** : Outside Workplace Sanity Penalty **OxygenMaxOutsideTime** : This is the time it takes for Colonists outside of Domes to start losing health **WaterMaxOutsideTime** : This is the time it takes for Colonists outside of Domes to become dehydrated **PerformanceEffectOnServiceComfort** : Max effect of worker performance on Service Quality **RenegadeCreation** : Renegade creation point **SeeDeadSanity** : Colonist Sanity decreases when a Colonist from the same Residence dies from non-natural causes **WorkDarkHoursSanityDecrease** : When working during dark hours Colonists will lose this much Sanity (per work shift) **WorkInWorkshopComfortBoost** : Workers in Workshop receive Comfort boost **WorkInWorkshopMoraleBoost** : Workers in Workshop receive Morale boost **WorkOvertimeHealth** : Decreased Health from heavy workloads **WorkOvertimeSanityDecrease** : Decreased Sanity from heavy workloads #### Traits **ExtrovertIncreaseComfortThreshold** : Increases Comfort Threshold for Social Buildings when used by extroverts **MaxColonistTraitsToGenerate** : Max base traits generated per Colonist #### Workplace **AvoidWorkplaceSols** : After being fired, Colonists will avoid that Workplace for this many days when searching for a Workplace **DefaultOutsideWorkplacesRadius** : Colonists search this far (in hexes) outisde their Dome when looking for a Workplace **OvertimedShiftPerformance** : Heavy workload Shift Performance change **WorkingHours** : Normal shift duration ## Overview Consts is a class container for modifiable game constants. g_Consts is its global instance used to access the const values.
Reference: [GameValue](ModItemGameValue.md.html)
## Parent classes * InitDone * Modifiable * PropertyObject ## Class properties ### Modifiable Properties #### Buildings **BuildingDailyDustAccumulation** : Dust accumulation per Sol **BuildingDailyDustMaxPercents** : Maximum dust accumulated per Sol **BuildingDailyDustMin** : Minimum dust accumulated per Sol **BuildingDustModifier** : Modifier applied to dust accumulated by buildings **BuildingMaintenancePointsModifier** : Modifier applied to maintenance points accumulated by buildings **CommandCenterMaxDrones** : Maximum number of Drones a Drone Hub can control **ConstructionNanitesTimeDelta** : How often the construction nanite tech picks up resources from nearby storages. **CropFailThreshold** : Average performance of Farms required for Crops to succeed **LargeBuildingHexes** : Buildings with this many or more hexes are considered 'large' (affects Dust Devils' paths and dust accumulation during them) **PipesPillarSpacing** : When building pipes, every 'PipesPillarSpacing'-th pipe will have a support pillar underneath it **RechargeStationTimeMod** : Time multiplier only when recharging from a station #### Colonist **ApplicantsPoolStartingSize** : Applicants pool starting size **BirthThreshold** : Threshold of accumulated stat points to trigger birth of a new Colonist **ForcedByUserLockTimeout** : Lock time to Workplace, Residence, Dome selected by user **FundingFromTourist** : Funding received from each tourist when landing on Mars (in M) **NonHomeDomePerformancePenalty** : Performance penalty for colonists working in another connected dome **NonSpecialistPerformancePenalty** : Performance penalty for non-Specialists assigned to a specialized work position **Other_gender_chance** : The chance to generate a Colonist with 'Other' sex **ProjectMorphiousPositiveTraitChance** : Chance to get positive trait when Resting and ProjectMorpheus is active **TimeBeforeStarving** : Time before starting to starve **TouristSolsOnMars** : The number of sols that tourists stay on Mars. **VisitFailPenalty** : Comfort penalty when failing to satisfy a need via a visit **botanist_arrival_chance** : Arrival chance (Botanist) **cloning_points** : Cloning points at full performance per hour **eat_food_per_visit** : Food eaten per visit to building, Farm or stockpile **engineer_arrival_chance** : Arrival chance (Engineer) **geologist_arrival_chance** : Arrival chance (Geologist) **medic_arrival_chance** : Arrival chance (Medic) **positive_playground_chance** : Colonist's chance to get a Perk when grown if they’ve visited a playground as a child **scientist_arrival_chance** : Arrival chance (Scientist) **security_arrival_chance** : Arrival chance (Officer) **specialist_chance_mul** : Multiplier for arrival chances of all Specialist types #### Cost **Concrete_cost_modifier** : All building construction costs in Concrete will be modified by this percent **Concrete_dome_cost_modifier** : All Dome construction costs in in Concrete will be modified by this percent **Electronics_cost_modifier** : All building construction costs in Electronics will be modified by this percent **Electronics_dome_cost_modifier** : All Dome construction costs in in Electronics will be modified by this percent **MachineParts_cost_modifier** : All building construction costs in Machine Parts will be modified by this percent **MachineParts_dome_cost_modifier** : All Dome construction costs in in Machine Parts will be modified by this percent **Metals_cost_modifier** : All building construction costs in Metals will be modified by this percent **Metals_dome_cost_modifier** : All Dome construction costs in in Metals will be modified by this percent **PolymersPerFracture** : The number of polymers required to fix a single dome/passage fracture **Polymers_cost_modifier** : All building construction costs in Polymers will be modified by this percent **Polymers_dome_cost_modifier** : All Dome construction costs in in Polymers will be modified by this percent **PreciousMetals_cost_modifier** : All building construction costs in Rare Metals will be modified by this percent **PreciousMetals_dome_cost_modifier** : All Dome construction costs in in Rare Metals will be modified by this percent **RocketPrice** : Rocket Price **rebuild_cost_modifier** : All building rebuild construction costs will be modified by this percent #### Drone **AndroidConstructionTime** : Biorobot construction time **AndroidElectronicsCost** : Price for constructing a Biorobot in a Drone Factory **DroneBuildingRepairAmount** : Drones generate this many Repair points (per second) when repairing a building **DroneBuildingRepairBatteryUse** : Battery usage when Drone is repairing a building (per second) **DroneCarryBatteryUse** : Battery usage when Drone is moving and carrying a resource (per second) **DroneCleanAmount** : When cleaning a building Drones generate this many Clean points (per second) **DroneConstructAmount** : Drones generate this many Construct points (per second) when constructing a building **DroneConstructBatteryUse** : Battery usage when Drone is constructing a building (per second) **DroneConstructionTime** : Drone construction time using the Drone Hub **DroneDeconstructAmount** : Drones generate this many Destroy points (per second) when destroying a Black Cube **DroneDeconstructBatteryUse** : Battery usage when Drone is destroying a Black Cube (per second) **DroneElectronicsCost** : Price for constructing a Drone using the Drone Hub **DroneEmergencyPower** : Drones will go to recharge when looking for work at twice this limit; They will drop what they're doing and go to recharge at this limit **DroneGatherResourceWorkTime** : Drones will load resources for this amount of time **DroneHubOrderDroneRange** : How far away from the drone hub it would look for factories when ordering drone construction. **DroneMaxDustBonus** : Additional dust limit increase (in %) beyond which a dirty Drone will Malfunction **DroneMoveBatteryUse** : Battery usage when Drone is moving (without carrying resources) (per second) **DroneRechargeTime** : The time it takes for a Drone to be fully recharged **DroneRepairAnimReps** : Drone repair time is dictated by the number of repetitions of the Repair animation **DroneRepairSupplyLeak** : The amount of time in seconds it takes a Drone to fix a supply leak **DroneResourceCarryAmount** : Drone resource carry amount **DroneTimeToWorkOnLandscapeMultiplier** : The time drones take to work on landscaping is modified by this value. **DroneTransformWasteRockObstructorToStockpileAmount** : Drones generate 'transform_to_waste_rock' points (per second) when removing Waste Rock obstructions **DroneTransformWasteRockObstructorToStockpileBatteryUse** : Battery usage when Drone is removing Waste Rock obstructions (per second) **RechargeCleansDrones** : Drones will be cleaned of dust when being recharged if this value is bigger than 0 #### Gameplay **ApplicantGenerationInterval** : How long it takes to generate a new Applicant in the Applicant Pool **ApplicantSuspendGenerate** : Determines whether the applicant pool gains new entries. **CargoCapacity** : Maximum payload (in kg) of a resupply Rocket **CrimeEventDestroyedBuildingsCount** : CrimeEvent - the number of destroyed buildings from single crime event **CrimeEventSabotageBuildingsCount** : CrimeEvent - the number of sabotaged buildings from single crime event **DeepScanAvailable** : Deep scanning is available when this is not 0 **ExportPricePreciousMetals** : Amount of Funding (in millions) received by exporting one unit of Rare Metals **FoodPerRocketPassenger** : The amount of Food (unscaled) supplied with each Colonist arrival **FundingGainsModifier** : All Funding is multiplied by this percent **GameRuleRebelYellProgress** : GameRule - RebelYell - points to add to renegade generation. **InstantCables** : Cables are built instantly when this is not 0 **InstantPassages** : Passages are built instantly and cost nothing when this is not 0 **InstantPipes** : Pipes are built instantly when this is not 0 **IsDeepMetalsExploitable** : Deep Metals deposits are exploitable when this is not 0 **IsDeepPreciousMetalsExploitable** : Deep Rare Metals deposits are exploitable when this is not 0 **IsDeepWaterExploitable** : Deep Water deposits are exploitable when this is not 0 **MaxColonistsPerPod** : Maximum number of Colonists that can arrive on Mars in a single Pod **MaxColonistsPerRocket** : Maximum number of Colonists that can arrive on Mars in a single Rocket **MaxResearchCollaborationLoss** : Max Research Collaboration Loss (%) **OutsourceDisabled** : Determines whether the player can buy research points via outsourcing. **OutsourceMaxOrderCount** : Maximum Outsource Orders **OutsourceResearch** : Outsource Research Points **OutsourceResearchCost** : Outsource Research Cost (in millions) **OutsourceResearchTime** : Outsource Research Duration **OverpopulatedDome** : The number of Homless colonists that Overpopulated the dome. **SponsorFundingInterval** : Period (in Sols) of additional periodical Funding from mission sponsors **SponsorFundingPerInterval** : Amount of additional Funding (in millions) received periodically from mission sponsor **SponsorGoalsCount** : Number of sponsor goals **SupplyMissionsEnabled** : Determines where supply missions are enabled **TravelTimeEarthMars** : Time it takes for a Rocket to travel from Earth to Mars **TravelTimeMarsEarth** : Time it takes for a Rocket to travel from Mars to Earth **WasteRockToConcreteRatio** : WasteRock To Concrete Ratio #### Research **BreakThroughTechCostMod** : Breakthrough tech cost modifier **BreakthroughResearchSpeedMod** : Research point multiplier for Breakthrough Research (in %) **ElectricityForResearchPoint** : Excess electrical Power will be converted to research at the rate defined by this value. **ExperimentalResearchSpeedMod** : Research point multiplier for Experimental Research (in %) **ExplorerRoverResearchPoints** : Research points generated per RC Commander **PlanetaryBreakthroughCount** : Number of Breakthroughs reserved for Planetary Anomalies **SponsorResearch** : Sponsor Funding gained per Sol #### Rover **RCRoverDistanceToProvokeAutomaticUnsiege** : Go To command will automatically cause unsiege if target is further than this distance **RCRoverDroneRechargeCost** : The amount of battery drained from RC Commander when recharging a Drone. **RCRoverMaxDrones** : Maximum Drones an RC Commander can control **RCRoverScanAnomalyTime** : RC Commander Anomaly scanning time (for each layer of depth) **RCRoverTransferResourceWorkTime** : The time it takes for an RC Commander to transfer 1 resource to a Depot. **RCTransportGatherResourceWorkTime** : The time it takes the RC Transport to gather 1 resource from a deposit #### Stat **ColdWaveSanityDamage** : Sanity damage from a Cold Wave (per hour) **DustStormSanityDamage** : Sanity damage from Dust Storms (per hour) **GameRuleRebelYellRenegadeCreation** : Renegade creation point when game rule Rebel Yell is activated **HighStatLevel** : Stats above this level are considered high **HighStatMoraleEffect** : High Health, Sanity and Comfort increase the Colonist's morale by this much **LowSanityNegativeTraitChance** : Chance of getting a negative trait when Sanity reaches zero, in % **LowSanitySuicideChance** : Chance of suicide when Sanity reaches zero, in % **LowStatLevel** : Stats below this level are considered low **LowStatMoraleEffect** : Low Health, Sanity and Comfort decreases a Colonist's morale by this amount **MalfunctionedDome** : Colonist Sanity decreased when rest in malfunctioned Dome **MedicalBuildingMinComfortBirthDecrease** : Decreases minimum Colonist Comfort for giving birth in a Dome Medical Building **MeteorHealthDamage** : Health damage from small meteor (one-time on impact) **MeteorSanityDamage** : Sanity damage from meteor (one-time on impact) **MinComfortBirth** : Minimum Colonist Comfort for Birth **MoraleInitRange** : Morale of new Colonists starts randomly in this range, centered around half of maximum Morale **MysteryDreamSanityDamage** : Sanity damage for Dreamers from Mirages (per hour) **NoHomeComfort** : Colonist Comfort decreases when homeless **NonHomeDomeServiceThresholdDecrement** : Service threshold penalty for colonists being serviced in another connected dome **OutsideFoodConsumptionComfort** : Comfort damage from eating raw food from piles **OutsideWorkplaceSanityDecrease** : Outside Workplace Sanity Penalty **OxygenMaxOutsideTime** : This is the time it takes for Colonists outside of Domes to start losing health **WaterMaxOutsideTime** : This is the time it takes for Colonists outside of Domes to become dehydrated **PerformanceEffectOnServiceComfort** : Max effect of worker performance on Service Quality **RenegadeCreation** : Renegade creation point **SeeDeadSanity** : Colonist Sanity decreases when a Colonist from the same Residence dies from non-natural causes **WorkDarkHoursSanityDecrease** : When working during dark hours Colonists will lose this much Sanity (per work shift) **WorkInWorkshopComfortBoost** : Workers in Workshop receive Comfort boost **WorkInWorkshopMoraleBoost** : Workers in Workshop receive Morale boost **WorkOvertimeHealth** : Decreased Health from heavy workloads **WorkOvertimeSanityDecrease** : Decreased Sanity from heavy workloads #### Traits **ExtrovertIncreaseComfortThreshold** : Increases Comfort Threshold for Social Buildings when used by extroverts **MaxColonistTraitsToGenerate** : Max base traits generated per Colonist #### Workplace **AvoidWorkplaceSols** : After being fired, Colonists will avoid that Workplace for this many days when searching for a Workplace **DefaultOutsideWorkplacesRadius** : Colonists search this far (in hexes) outisde their Dome when looking for a Workplace **OvertimedShiftPerformance** : Heavy workload Shift Performance change **WorkingHours** : Normal shift 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