# 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 duration
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