Editing TerrainDef

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|How nice the terrain looks to pawns (influences thoughts)
 
|How nice the terrain looks to pawns (influences thoughts)
 
|Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
 
|Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying
 +
|-
 +
!surfacesSupported
 +
|Defines what surfaces the flooring can be placed on
 +
|Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
 +
|-
 +
!workToBuild
 +
|Ticks needed to build 1 tile of flooring
 +
|Integer (usually 1 tick per frame)
 +
|-
 +
!designationCategory
 +
|Defines which architect tab the flooring should appear in (optional)
 +
|Zone, Building, Orders, Structure, Furniture, Security
 
|-
 
|-
 
!fertility
 
!fertility
 
|Fertility rating of the terrain (ability for crops to grow on terrain)
 
|Fertility rating of the terrain (ability for crops to grow on terrain)
 
|Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
 
|Float (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
 +
|-
 +
!costList
 +
|Cost to make each tile of flooring
 +
|Integer
 +
|-
 +
!constructionEffect
 +
|Effect shown when colonists are building the flooring
 +
|ConstructDig
 
|-
 
|-
 
!acceptTerrainSourceFilth
 
!acceptTerrainSourceFilth
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|Gives the terrain a fade effect towards the edges
 
|Gives the terrain a fade effect towards the edges
 
|Fade, Hard (default: Hard)
 
|Fade, Hard (default: Hard)
|}
 
 
==Flooring==
 
 
You should add these attributes if you are making buildable terrain, such as a carpet.
 
{| class="wikitable sortable"
 
|-
 
!Attribute
 
!Description
 
!Options
 
|-
 
!surfacesSupported
 
|Defines what surfaces the flooring can be placed on
 
|Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone
 
|-
 
!costList
 
|Cost to make each tile of flooring
 
|Integer
 
 
|-
 
|-
 
!researchPrerequisites
 
!researchPrerequisites
 
|Defines any research requirements before the flooring can be built
 
|Defines any research requirements before the flooring can be built
 
|String
 
|String
|-
 
!constructionEffect
 
|Effect shown when colonists are building the flooring
 
|ConstructDig
 
|-
 
!designationCategory
 
|Defines which architect tab the flooring should appear in (optional)
 
|Zone, Building, Orders, Structure, Furniture, Security
 
|-
 
!workToBuild
 
|Ticks needed to build 1 tile of flooring
 
|Integer (usually 1 tick per frame)
 
|-
 
 
|}
 
|}
  
 
[[Category:Defs]]
 
[[Category:Defs]]

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