## 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
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