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