# Documentation for *Msg* ## AnomalyAnalyzed function OnMsg.**AnomalyAnalyzed**(anomaly) : fired when a new anomaly has been completely analized. ## AnomalyRevealed function OnMsg.**AnomalyRevealed**(anomaly) : fired when an anomaly has been releaved. ## ApplyModOptions function OnMsg.**ApplyModOptions**(mod_id) : fired when the user applies changes to their mod options. ## ChangeMap function OnMsg.**ChangeMap**() : message fired when a new map loading begins ## ClassesBuilt function OnMsg.**ClassesBuilt**() : use this message to perform post-built actions on the final classes ## ClassesGenerate function OnMsg.**ClassesGenerate**() : use this message to mess with the classdefs (before classes are built) ## ClassesPostprocess function OnMsg.**ClassesPostprocess**() : use this message to make modifications to the built classes (before they are declared final) ## ClassesPreprocess function OnMsg.**ClassesPreprocess**() : use this message to do some processing to the already final classdefs (still before classes are built) ## ColonistArrived function OnMsg.**ColonistArrived**(colonist) : fired when a colonist has arrived on Mars with a rocket. ## ColonistBorn function OnMsg.**ColonistBorn**(colonist, event) : fired when a colonist has been born/cloned/reborn/spawned/... ## ColonistChangeWorkplace function OnMsg.**ColonistChangeWorkplace**(colonist, new_workplace, old_workplace ) : fired when any colonist changes its workplace and the new and old are different ## ColonistDie function OnMsg.**ColonistDie**( colonist, reason ) : fired when any colonist dies ## ColonistDied function OnMsg.**ColonistDied**(colonist, reason) : fired when a colonist has died. ## ColonistLeavingMars function OnMsg.**ColonistLeavingMars**( colonist, rocket ) : fired when any colonist is leaving Mars ## ColonyApprovalPassed function OnMsg.**ColonyApprovalPassed**() : fired when the _Founder Stage_ has been passed successfully. ## ConstructionComplete function OnMsg.**ConstructionComplete**( building ) : fired when the construction of a building is complete ## GamepadGatherSelectedObjects function OnMsg.**GamepadGatherSelectedObjects**(gamepad_terrain_objects, objects) : use this message to queue custom big objects for gamepad selection. ## GamepadGatherSelectedUnits function OnMsg.**GamepadGatherSelectedUnits**(gamepad_terrain_objects, objects) : use this message to queue custom units for gamepad selection. ## GatherSelectedObjectsOnHexGrid function OnMsg.**GatherSelectedObjectsOnHexGrid**(q, r, objects) : use this message to queue custom objects for selection using a hex grid position. ## GatherUIBuildingPrerequisites function OnMsg.**GatherUIBuildingPrerequisites**(template, reasons ) : Insert strings into the `reasons` table to indicate why a specific building is not buildable at the moment (if any). ## LoadGame function OnMsg.**LoadGame**() : fired after a game has been loaded. ## NewDay function OnMsg.**NewDay**(day) : fired every Sol. ## NewHour function OnMsg.**NewHour**(hour) : fired every _GameTime_ hour. ## NewMapLoaded function OnMsg.**NewMapLoaded**() : fired after a new map has been loaded ## NewSpecialist function OnMsg.**NewSpecialist**(colonist ) : fired when a colonist gains a specialization ## OnSetWorking function OnMsg.**OnSetWorking**(building, working) : fired when a buildings working state has been changed. ## PreLoadGame function OnMsg.**PreLoadGame**() : fired before a game is loaded. ## RocketLanded function OnMsg.**RocketLanded**(rocket) : fired when a rocket has landed on Mars. ## RocketLaunchFromEarth function OnMsg.**RocketLaunchFromEarth**(rocket ) : fired when a rocket is launched toward Mars ## RocketLaunched function OnMsg.**RocketLaunched**(rocket ) : fired when a rocket takes off from Mars ## RocketLaunched function OnMsg.**RocketLaunched**(rocket ) : fired when a rocket takes off from Mars ## RocketReachedEarth function OnMsg.**RocketReachedEarth**(rocket ) : fired when a rocket finishes its travel from Mars to Earth ## RocketRefueled function OnMsg.**RocketRefueled**(rocket ) : fired when a rocket is completely refueled for its trip back to Earth ## RocketStatusUpdate function OnMsg.**RocketStatusUpdate**(rocket,status ) : fired when rocket's status is updated. 'status' can be one of "on earth", "arriving", "in orbit", "suspended in orbit", "landing", "landed", "refueling", "maintenance", "ready for launch", "launch suspended", "countdown", "takeoff" or "departing" ## SaveGame function OnMsg.**SaveGame**() : fired before the game is saved. ## SelectedObjChange function OnMsg.**SelectedObjChange**(object, previous) : fired when the user changes the selected object. ## TechResearched function OnMsg.**TechResearched**(tech_id, city, first_time ) : fired when a tech has been researched. (insert footer.md.html here)