Behavior information for colonists, enemies and animals.
Animal: Animals have less needs and inhabit barns instead of houses. (System.Boolean, default: 1)
CarryPosition: Relative position of carried items. (UnityEngine.Vector3, default: 0,0.5,0.45)
DeterministicLoot: Deterministic loot to drop when killed. (System.String, no default)
Drinks: Drink only a certain item (e.g. robots => oil barrel). Empty = all drinks. (System.String[], no default)
Eats: Eats only a certain item (e.g. robots => oil barrel). Empty = all food. (System.String[], no default)
GainsExperience: Gets better at what it does. (System.Boolean, default: 1)
HerdingBehavior: Probability (0-1) to wander towards other actors of the same type. (System.Single, default: 0)
Names: List of possible names. Use inheritsfrom:xxx to inherit names from another type (used for backer names). (System.String[], default: System.String[])
Needs: List of needs (see DataInfo/Needs). (System.String[], default: System.String[])
RandomLootAmount: How many pieces of loot when killed? (System.Int32, default: 0)
Speed: Movement speed in tiles per second. (System.Single, default: 1)
SpeedMoodFactor: By which factor does mood affect movement speed? (System.Single, default: 0.1)
TaskGroups: List of possible tasks (see DataInfo/TaskGroup). (System.String[], default: System.String[])
UnarmedMeleeAttack: How much damage per punch does actor do when unarmed. (System.Int32, default: 5)
WaitAfterMovement: How long is the actor idle after movement. (e.g. spiders) (System.Single, default: 0)
BirdInfo
Birds like the seagull automatically move between Water tiles.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
Grove: 0 for farm, 1 for grove (System.Boolean, default: 0)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
AutomaticWorkshopInfo
A workshop that produces automatically given it has the required inputs.
AnimationMode: Animation during production. 0 = Frame is selected according to production progress. 1 = Frame is cycled every time the colonist hits the workshop. (System.Int32, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
HitAnimation: Decrease object scale when hit (System.Boolean, default: 1)
Icon: Icon to use for the workshop in the colonist management screen. (System.String, no default)
InheritRecipiesFrom: List of workshops from which recipes are inherited. (System.String, no default)
InputSpots: Where are input goods placed. (UnityEngine.Vector3[], default: )
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpots: Where are output goods created. (UnityEngine.Vector3[], default: )
Priority: Influences order in the colonist management screen. (System.Single, default: 1)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnInputBoxes: Spawn boxes at input places? (System.Boolean, default: 0)
SpawnOutputBoxes: Spawn boxes at output places? (System.Boolean, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
BuildingRecipeInfo
Things that can be built.
BuildAbove: Build above resource (o.g. oil well). (System.String, no default)
CanBuildOnAllSolidGround: Can be built on sand and other solid tiles. (System.Boolean, default: 0)
CanBuildOutsideTerritory: Can be built outside of your territory, e.g. outpost bonfires. (System.Boolean, default: 0)
HarborPlacement: Building placement like harbors. (System.Boolean, default: 0)
Ingredients: List of items needed to build it. (System.String, no default)
InstaBuild: Is built instantly (e.g. roads). (System.Boolean, default: 0)
MultiBuild: Colonists can build multiple instances in one go. (System.Int32, default: 0)
RecommendationBase: Base count of this building that will be recommended. 0 to disable in recommentations. (System.Single, default: 0.4)
RecommendationFactor: Proportion with which this building is recommended. 0 to disable in recommentations. (System.Single, default: 0.02)
RequireFertileGround: Can only be built on fertile tiles. (System.Boolean, default: 0)
ToggleBuild: Building twice removes previous instance. (System.Boolean, default: 0)
CarriageStationInfo
A station inbetween zeppelins can travel.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
CarriageType: Type to spawn as carriage. (System.String, default: )
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
FreeCarriages: Number of free carriages to spawn. (System.Int32, default: 1)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
TileLimitPerLogisticsTarget: How many tiles can be reserved per logistics target (to prevent deadlocks). (System.Int32, default: 1)
Type: Type of picker (Entry, Exit or Storage). (System.String, no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ClaimInfo
Thing that expands territory.
BorderMarkerPrefab: Type of the border markers. (System.String, no default)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ClaimPriority: Claims with lower priority override claims with higher priority; (System.Int32, default: 5)
ClaimRange: Range of influence. (System.Int32, default: 0)
IsOutpost: Choose random color. (System.Boolean, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ConnectedDecorationInfo
Connected decoration (walls, hedges etc.).
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ConveyorBeltInfo
A conveyor belt.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
CanRegisterToTile: Are items that stop on this belt registered to the tile? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
Direction: In which direction does it move? (UnityEngine.Vector3, default: 0,0,0)
HeightIn: Height in incoming direction. (System.Single, default: 0)
HeightOut: Height in outgoing direction. (System.Single, default: 0)
IsDistributor: Is it a distributor? (can have multiple outputs) (System.Boolean, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
Speed: How fast do elements move? (System.Single, default: 0.3333333)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ConveyorBeltModelUpdaterInfo
Creates the conveyor belt effect.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
Effect: Name of the effect to apply (System.String, default: effects/ConveyorBeltStraight/ConveyorBeltStraight)
Height: Height of effect. (System.Single, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
DecorationInfo
A decoration object.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
Range: Range of effect value of the object. (System.Single, default: 8)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
Value: Beauty value of the object. (System.Single, default: 1)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
DepotInfo
Picker (used internally).
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
TileLimitPerLogisticsTarget: How many tiles can be reserved per logistics target (to prevent deadlocks). (System.Int32, default: 1)
Type: Type of picker (Entry, Exit or Storage). (System.String, no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
EnemyClaimInfo
Thing that expands territory.
BorderMarkerPrefab: Type of the border markers. (System.String, no default)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ClaimPriority: Claims with lower priority override claims with higher priority; (System.Int32, default: 5)
ClaimRange: Range of influence. (System.Int32, default: 0)
IsOutpost: Choose random color. (System.Boolean, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
EnemySpawnerInfo
A building that spawns enemies over time.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnInterval: Interval inbetween spawns in seconds. (System.Single, default: 1)
SpawnTimeToActivate: How long to wait until first spawn. (System.Single, default: 0)
SpawnType: What to spawn? (System.String, no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
FilterInserterInfo
Filter Inserter behavior.
AngleExtent: At what angle does the arm extend per cycle? (System.Single, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
InputSpot: Relative position of from where to grab items. (UnityEngine.Vector3, default: 0,0,0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpot: Relative position of to where to deliver items. (UnityEngine.Vector3, default: 0,0,0)
Part1Offset: Position offset of inserter part 1 (base) (System.Single, default: 0.375)
Part1Prefab: Type name of inserter part 1 (base) (System.String, no default)
Part2Offset: Position offset of inserter part 2 (arm) (System.Single, default: 0.9583333)
Part2Prefab: Type name of inserter part 2 (arm) (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
TransportDurationFull: Time to deliver from - to. (System.Single, default: 0)
TransportDurationHalf: Time to deliver from - middle or middle - to. (System.Single, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
FoundationInfo
Info for foundations (make a tile buildable).
HarbourInfo
Cargo port behavior.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
DockingPoint: Relative coordinate where the ship docks. (UnityEngine.Vector3, default: 0,0,0)
ExportTiles: Tiles for export. (System.Int32, default: 8)
FramePrefab: Name of type to use as frame. (System.String, no default)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
HouseInfo
A house where colonists or animals live in.
AllowAnimals: Allow animals to use this house. (System.Boolean, default: 0)
AllowColonists: Allow colonists to use this house. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
DisappearWhileSleeping: Sleeping here makes the actor disappear (to make it look like it entered this house). (System.Boolean, default: 0)
Entrance: Relative point at which colonists enter the house. (UnityEngine.Vector3, default: 0,0,0)
HousingCapacity: How many actors can live here. (System.Int32, default: 0)
HousingQuality: Quality of the housing provided (1=low, 2=mid, 3=high). (System.Int32, default: 1)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
InserterInfo
Inserter behavior.
AngleExtent: At what angle does the arm extend per cycle? (System.Single, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
InputSpot: Relative position of from where to grab items. (UnityEngine.Vector3, default: 0,0,0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpot: Relative position of to where to deliver items. (UnityEngine.Vector3, default: 0,0,0)
Part1Offset: Position offset of inserter part 1 (base) (System.Single, default: 0.375)
Part1Prefab: Type name of inserter part 1 (base) (System.String, no default)
Part2Offset: Position offset of inserter part 2 (arm) (System.Single, default: 0.9583333)
Part2Prefab: Type name of inserter part 2 (arm) (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
TransportDurationFull: Time to deliver from - to. (System.Single, default: 0)
TransportDurationHalf: Time to deliver from - middle or middle - to. (System.Single, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ManualWorkshopInfo
A workshop operated by your colonists.
AllowsPropagateToStockpiles: Enables the propagate to stockpiles button. (System.Boolean, default: 1)
AnimationMode: Animation during production. 0 = Frame is selected according to production progress. 1 = Frame is cycled every time the colonist hits the workshop. (System.Int32, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CraftingSound: The sound it makes when crafting. (System.String, default: Construct)
HitAnimation: Decrease object scale when hit (System.Boolean, default: 1)
Icon: Icon to use for the workshop in the colonist management screen. (System.String, no default)
InheritRecipiesFrom: List of workshops from which recipes are inherited. (System.String, no default)
InputSpots: Where are input goods placed. (UnityEngine.Vector3[], default: )
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpots: Where are output goods created. (UnityEngine.Vector3[], default: )
Priority: Influences order in the colonist management screen. (System.Single, default: 1)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnInputBoxes: Spawn boxes at input places? (System.Boolean, default: 0)
SpawnOutputBoxes: Spawn boxes at output places? (System.Boolean, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
OverheadConveyorInfo
Track or station of an overhead conveyor network.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
CartPrefab: Type of the cart to spawn in this network. (System.String, no default)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
Station: Is it a station? (System.Boolean, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
PickerInfo
Abstract, something that can store items.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
PlayerClaimInfo
Thing that expands territory.
BorderMarkerPrefab: Type of the border markers. (System.String, no default)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ClaimPriority: Claims with lower priority override claims with higher priority; (System.Int32, default: 5)
ClaimRange: Range of influence. (System.Int32, default: 0)
IsOutpost: Choose random color. (System.Boolean, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
PowerGeneratorInfo
Building used to generate power.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
PowerLineInfo
A power line.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
RailwayCrossingInfo
A railway crossing. Closes when a train passes.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
GatePosition: Relative position of gate. (UnityEngine.Vector3, default: 0,0,0)
GateType: Type to use as gate. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
RecyclingWorkshopInfo
A workshop operated by your colonists.
AnimationMode: Animation during production. 0 = Frame is selected according to production progress. 1 = Frame is cycled every time the colonist hits the workshop. (System.Int32, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CraftingSound: The sound it makes when crafting. (System.String, default: Construct)
HitAnimation: Decrease object scale when hit (System.Boolean, default: 1)
Icon: Icon to use for the workshop in the colonist management screen. (System.String, no default)
InheritRecipiesFrom: List of workshops from which recipes are inherited. (System.String, no default)
InputSpots: Where are input goods placed. (UnityEngine.Vector3[], default: )
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpots: Where are output goods created. (UnityEngine.Vector3[], default: )
Priority: Influences order in the colonist management screen. (System.Single, default: 1)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnInputBoxes: Spawn boxes at input places? (System.Boolean, default: 0)
SpawnOutputBoxes: Spawn boxes at output places? (System.Boolean, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
RoadInfo
A road.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpeedBonus: Relative movement speed bonus. (System.Single, default: 0.2)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
SemaphoreInfo
A semaphore for train tracks.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
GatePosition: Relative position of gate. (UnityEngine.Vector3, default: 0,0,0)
GateType: Type to use as gate. (System.String, no default)
LookAhead: How many segments to look ahead (used for pre-signals). (System.Int32, default: 1)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
SocialBuildingInfo
A social building like a tavern fulfills the colonists’ social need.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
TrackInfo
A track piece.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
CanPlaceSemaphore: Can place a semaphore above this track. (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
Connections: Relative position of two tiles which this track connects. (UnityEngine.Vector3[], no default)
Curve: Is a curve. (System.Boolean, default: 0)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
Points: Relative points along which the trains will move. (UnityEngine.Vector3[], no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
TrainFactoryInfo
Train factory.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
Count: How many instances can be spawned? (System.Int32, default: 1)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
TrainingDummyInfo
Used by colonists to practice fighting.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
TrainStationInfo
Train Station.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
TileLimitPerLogisticsTarget: How many tiles can be reserved per logistics target (to prevent deadlocks). (System.Int32, default: 1)
Tracks: List of tiles where trains will stop, separated by ‘,’, multiple platforms separated by ‘newline’ (System.String, default: )
Type: Type of picker (Entry, Exit or Storage). (System.String, no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
UpgradeWorkshopInfo
A workshop operated by your colonists.
AnimationMode: Animation during production. 0 = Frame is selected according to production progress. 1 = Frame is cycled every time the colonist hits the workshop. (System.Int32, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CraftingSound: The sound it makes when crafting. (System.String, default: Construct)
HitAnimation: Decrease object scale when hit (System.Boolean, default: 1)
Icon: Icon to use for the workshop in the colonist management screen. (System.String, no default)
InheritRecipiesFrom: List of workshops from which recipes are inherited. (System.String, no default)
InputSpots: Where are input goods placed. (UnityEngine.Vector3[], default: )
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
OutputSpots: Where are output goods created. (UnityEngine.Vector3[], default: )
Priority: Influences order in the colonist management screen. (System.Single, default: 1)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnInputBoxes: Spawn boxes at input places? (System.Boolean, default: 0)
SpawnOutputBoxes: Spawn boxes at output places? (System.Boolean, default: 0)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
VisionExtenderInfo
Extends vision around when built.
VisionRange: How many tiles far can the thing see. (System.Int32, default: 10)
WaterSprinklerInfo
A water sprinkler.
Area: Area that is sprinkled (square effect, extent in either direction). (System.Int32, default: 0)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ZeppelinDepotInfo
A zeppelin factory - produces zeppelins when spawned.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ZeppelinCount: Number of zeppelins to spawn. (System.Int32, default: 3)
ZeppelinStationInfo
A station inbetween zeppelins can travel.
ArrangeOnPickup: Arrange stacks on pickup. (System.Boolean, default: 1)
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
CranePrefab: Name of type to use as crane. (System.String, no default)
CraneTransportDurationBase: How long does a transport take? Base time in s. (System.Single, default: 1)
CraneTransportDurationPerDistance: How long does a transport take? Increment based on distance in s/m. (System.Single, default: 0)
FramePrefab: Name of type to use as frame. (System.String, no default)
HookPrefab: Name of type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
SpawnCrane: Spawn a crane (System.Boolean, default: 1)
StorageTiles: List of storage tiles, x,y, e.g. 1,1;1,2;1,3… (System.String, default: )
TileLimitPerLogisticsTarget: How many tiles can be reserved per logistics target (to prevent deadlocks). (System.Int32, default: 1)
Type: Type of picker (Entry, Exit or Storage). (System.String, no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
Data
BuildingCategoryInfo
Building category.
CategoryName: Name of the category. (System.String, no default)
Icon: Name of the icon (can be a UI icon or the name of an object type). (System.String, no default)
CampaignLoadoutInfo
Possible loadout for the campaign.
Content: Things to spawn (e.g. 3SettlerFemale,3SettlerMale,4Pig). (System.String, no default)*
DeleteObjectsInfo
Used to delete vanilla objects from the game.
Types: Comma-separated list of things to remove. (System.String[], no default)
DioramaContentInfo
A diorama description (do not edit this directly, use the diorama generator tool instead.)
Content: A diorama description (do not edit this directly, use the diorama generator tool instead.) (System.String, no default)
NeedType
Need type. (e.g. food or drink)
ActionsToSolve: Actions to perform when need is low. (System.String[], no default)
AffectsNeutrals: Need affects neutral animals. (System.Boolean, default: 0)
changePerMinute: Level change per minute. (System.Single, default: 0)
criticalBelow: Level it which need is considered critical (0-100). (System.Single, default: 0)
icon: Icon to use for need in UI. (System.String, default: Close)
lowBelow: Level it which need is considered low (0-100). (System.Single, default: 0)
StartFulfillment: Fulfillment level at the start of the game (0-100). (System.Single, default: 80)
TaskGroupInfo
A task group (e.g. agriculture).
DefaultPriority: 1 for on by default. (System.Boolean, default: 0)
DefaultPriorityForAnimals: 1 for on by default. (System.Boolean, default: 0)
ExperienceFactor: Multiplicator of exp gain. (System.Single, default: 0)
Icon: Icon to use for task group in UI. (System.String, no default)
Selectable: Can be toggled on/off by player. (E.g. need fulfillment cannot be switched off). (System.Boolean, default: 1)
General
AudioClipInfo
Need type. (e.g. food or drink)
AudioClips: (Internal) (System.Collections.Generic.List`1[UnityEngine.AudioClip], no default)
BasePitch: Base level of the pitch. (System.Single, default: 1)
BaseVolume: Base level of the volume (1=100%). (System.Single, default: 1)
PitchVariance: Random variance of the pitch. (System.Single, default: 0.1)
Priority: Priority (lower = more likely to play). (System.Int32, default: 100)
Source: Link to where this file is from. (Optional, in case of copyright questions) (System.String, default: ?)
Variations: Number of variations. (System.Int32, default: 1)
VolumeVariance: Random variance of the volume. (System.Single, default: 0.25)
BaseInfo
Basic/universal object information.
AddCollider: Add a collider. This will prevent colonists and other creatures from walking through this object. (System.Boolean, default: 0)
AddHeightForItems: Additional height to be added to other items on this tile. (System.Single, default: 0)
AdditionalSpawns: Other objects to spawn alongside (e.g. the tracks in the train station). List of ObjectType,relx,rely,relz,rot, multiple lines with one entry per line (System.String, no default)
IgnoreFogOfWar: Visible even when inside fog of war. (System.Boolean, default: 0)
IgnoreTileHeight: Always spawn at the same height regardless of the underlying tile. (System.Boolean, default: 0)
InvisibleToUser: Invisible in user interface. (System.Boolean, default: 0)
IsAutoRemoveScenery: Scenery that is automatically removed when something is built on top, e.g. a worm. (System.Boolean, default: 0)
PreventSpawn: Prevent object from spawning (for modding). (System.Boolean, default: 0)
RegisterToRepository: Register in object repository. Should usually be true except for UI elements. (System.Boolean, default: 1)
Selectable: Can be selected by clicking on it. (System.Boolean, default: 0)
Serializable: Is saved to save file. (System.Boolean, default: 1)
Size: How many tiles are occupied by this object in either direction. (System.Int32, default: 1)
SizeWidth: Use if a building is not square. Leave empty/as 0 if square. (System.Int32, default: 0)
Tier: Tier this item belongs to. (System.Int32, default: 0)
LocalizationInfo
Specifies how a thing is called in the game.
Content: Newline-separated list of string assignments, e.g. ObjectType.Slime = Slime (System.String, no default)
Language: Language for which this block is. (You can have multiple LocalizationInfos in the same file). (System.String, no default)
ModelInfo
Information regarding the voxel model.
Alpha: Opaqueness of the model. This can be 1 for fully opaque or less than 1 for transparent. Note that the exact value makes no difference. (System.Single, default: 1)
AnimationAutoStart: Animation starts automatically when object is spawned, e.g. UI or scenery. (System.Boolean, default: 0)
AnimationAutoSync: Animation is synced automatically, e.g. harvest indicators. (System.Boolean, default: 0)
AnimationFrames: Number of animation frames (e.g. walking). (System.Int32, default: 1)
AnimationRandomOffset: Random time offset for animation (System.Single, default: 0)
AnimationSpeed: How many animation steps per second. (System.Single, default: 1)
BoundingBoxExtent: Override the size of the bounding box (where to click to select an object). Note: This is overridden when you specify Walls. (UnityEngine.Vector3, default: 0,0,0)
BuildFrames: Number of building animation frames. (System.Int32, default: 0)
CombineMeshes: Combine adjacent meshes. Do not use for non-static things. (used for floor tiles). (System.Boolean, default: 0)
CustomMaterial: Use special material. Used for ocean and water. (System.String, no default)
DestroyAfterAnimationCycle: Used for UI elements. (System.Boolean, default: 0)
DoNotSpawn: Do not actually spawn (used for ocean). (System.Boolean, default: 0)
DrawShadows: Catches shadows from lights. (System.Boolean, default: 1)
Height: Height at which arrows etc. are displayed. (System.Single, default: 1)
HeightOverride: Ignore other modifiers and set the height of this object (e.g. for tile overhangs). (System.Single, default: -1)
icon: Icon. (generated internally) (UnityEngine.Texture2D, no default)
MaterialID: ID of the material to use. (0=standard, 1=transparent) (System.Int32, default: 0)
ModelVariations: Number of model variations (e.g. colonists). To use this, create as many model files, e.g. xxx1.vox, xxx2.vox etc. (System.Int32, default: 0)
ModifierStack: ield: +-separated list of modifiers to be applied when spawning (rtx, rty, rtz, rr). (System.String, no default)
Overhang: Is overhang between two terrain types, e.g. Floor_Dark_Lowground=Floor_Dark_MountainBase. (System.String, no default)
ScaleX: Scale in x-dimension. (System.Single, default: 1)
ScaleY: Scale in y-dimension. (System.Single, default: 1)
ScaleZ: Scale in z-dimension. (System.Single, default: 1)
ShowIndicationArrow: Show an arrow when in build mode, e.g. conveyor belts. (System.Boolean, default: 0)
SpecialHeight: Height of special effects. (System.Single, default: 0)
SpecialLightColor: Color of special effect lights. (UnityEngine.Color, default: #00000000)
SpecialLightFlicker: Flicker intensity of special effect lights. (System.Single, default: 0)
SpecialLightIntensity: Intensity of special effect lights. (System.Single, default: 0)
SpecialLightRange: Range of special effect lights. (System.Single, default: 0)
SpecialPrefabs: Special effects to add. Multiple effects can be separated by ;. (System.String, default: )
TopLayerOnly: Extract top face. Used for tiles. (System.Boolean, default: 0)
SimpleAutoAnimationInfo
Information regarding the voxel model.
DestroyAfterCycle: Destroy after animation cycle. (System.Boolean, default: 0)
Frames: Number of frames. (System.Int32, default: 1)
TimePerFrame: time per Frame. (System.Single, default: 1)
WorkshopRecipeInfo
Recipes for workshops.
Inputs: List of items needed to build it. (System.String, no default)
Outputs: Output generated by this recipe. (System.String, no default)
ProductionTime: Base time required to build this. (System.Int32, default: 15)
ReplaceExistingRecipe: Replace existing recipe on this object (for modding). (System.Boolean, default: 0)
Workshops: List of workshops where it can be built. Leave empty for farm produce etc. (System.String, no default)
ZoneInfo
Zone info (only used internally).
fencePrefab: Zone fence prefab (only used internally). (System.String, no default)
Items
ItemInfo
Things that can be produced/mined.
AssistUnload: How many of this item are to be unloaded in assisted mode. (System.Int32, default: 0)
IsAvailableOnAllTiers: Can be produced or mined on all biomes. (System.Boolean, default: 0)
IsDrink: Can be drunk. (System.Boolean, default: 0)
IsFood: Can be eaten. (System.Boolean, default: 0)
OverrideExportFalse: Set to not exportable. (System.Boolean, default: 0)
OverrideExportTrue: Set to exportable. (System.Boolean, default: 0)
OverrideImportFalse: Set to not importable. (System.Boolean, default: 0)
OverrideImportTrue: Set to importable. (System.Boolean, default: 0)
RecommendationBase: Base count of this item that will be recommended. 0 to disable in recommentations. (System.Single, default: 10)
RecommendationFactor: Proportion with which this item is recommended. 0 to disable in recommentations. (System.Single, default: 0.05)
StackCount: How many of this item can be stacked in one tile. (System.Int32, default: 1)
StackDist: Stacking: horizontal distance between stached items. (System.Single, default: 2.5)
StackHeight: Stacking: vertical distance between stacked items. (System.Single, default: 3.25)
StackType: Stacking: Cross, Beside, EndlessStack or Pyramid. (System.String, no default)
Weight: How heavy is an item. (Decreases colonist speed while carrying.) Should be 0.5 (light), 1 (normal) or 2 (heavy) (System.Single, default: 1)
ToolInfo
A tool or weapon.
BaseEffect: How good is the tool. Increase to base skill. (System.Single, default: 0)
TaskType: Type of the tool (one of Combat, Crafting, Agriculture, Mining). (System.String, default: )
MapModifier
CustomSpawnInfo
Adds a specific custom spawn (e.g. items, monsters etc.) to the map.
EnemySpawn: If recruiting flag is spawned: What enemies need to be defeated (System.String, default: )
Faction: Faction of things in this spawn group: Player, Enemy or Neutral. (Faction, default: Neutral)
MainPlayerSpawn: Is this the main player spawn point? (System.Boolean, default: 0)
SpawnLevels: Height levels on which it can spawn. (0=ocean, 1=water, 2=sand, 3=grass, 4=soil, 5=rock) (System.Int32[], no default)
SpawnTiles: Tile types on which it can spawn. (System.String[], no default)
ToSpawn: Things that will be spawned, e.g. 2Pig,1RecruitingFlag (System.String, default: )
DifficultyInfo
How many enemy camps to spawn on this map.
Density: How many camps to spawn per 1000 map tiles. (System.Single, default: 1.5)
Difficulty: Base difficulty. Nearest camp will have around this as a total strength. Furthest camp will have 2x. (System.Single, default: 50)
MaxSpawns: Maximum number of camps to spawn. (-1 to disable) (System.Int32, default: -1)
MinSpawns: Minimum number of camps to spawn. (-1 to disable) (System.Int32, default: -1)
DisableNeedInfo
Needs to disable (usually for tutorials).
Identifiers: List of needs to disable. (System.String[], no default)
DisableRecommendationsInfo
Disable recommendation system.
ExactSpawnInfo
Size of the map.
Spawns: Newline-separated list of spawns. (System.String, default: )
SuppressGenericSpawns: Suppress scenery and enemy camp spawns. (System.Boolean, default: 1)
Group: Group of this modifier. Only one modifier of a given group can be active at the same time (e.g. map size) (System.String, no default)
GroupDefault: Is default of given group. (System.Boolean, default: 0)
GroupIndex: Order in which group items are placed. (System.Single, default: 0)
GroupIsMandatory: A map needs to have one of these. (e.g. map size) (System.Boolean, default: 0)
GroupIsMultichoice: A map can have multiple from this group (System.Boolean, default: 0)
Icon: Icon to use in UI. (System.String, default: )
IntroText: Name of the introductory text key. (System.String, default: )
SpawnOnRandomMaps: Spawns on random maps. (vs. only when selected manually on the custom map screen) (System.Boolean, default: 1)
Visible: Visible in the custom map screen. (System.Boolean, default: 1)
ObjectiveGroupInfo
A group of objectives (e.g. setup a workshop).
Bonus: Optional objective group, can complete map without doing this. (System.Boolean, default: 0)
Description: Description string of this objective group. (System.String, no default)
GroupID: ID of this group (use in related ObjectiveInfos). (System.String, no default)
IntroText: String to display on loading screen. (System.String, no default)
OutroText: String to display when objective group is complete. (System.String, no default)
TutorialNum: Number of this tutorial. Leave at -1 if no tutorial. (System.Int32, default: -1)
UnlockButtons: Buttons to unlock when this group begins. (System.String[], no default)
WaitFor: Wait for group with this id befor beginning this group. (System.String, no default)
WaitForSeconds: Wait for x seconds before showing this group. (System.Int32, default: 0)
ObjectiveInfo
An objective to be used for an objective group.
GroupID: ID of the group it belongs to. (System.String, no default)
Object2ID: Depending on objective: object 2 ID (System.String, no default)
ObjectID: Depending on objective: object ID (System.String, no default)
ObjectType: Depending on objective: object type (System.String, no default)
Target: Depending on objective: target (System.Int32, default: 0)
TaskGroup: Depending on objective: task group (System.String, no default)
Type: Type of this objective. (System.String, no default)
OverrideCargoInfo
Override cargo with target production (usually for testing).
AddXPLevels: Add XP level to all friendlies. (System.Single, default: 0)
Colonists: Colonists to add. (System.String, default: )
Progress: Progression within tier. (System.Single, default: 1)
Tier: Tier. (System.Int32, default: 0)
OverrideTargetProductionInfo
Override Target Production.
Target: New targets. (System.String, default: )
RevealMapInfo
Reveal entire map.
SpawnModifierInfo
Modify spawning amounts.
SpawnModifiers: List of modifications, e.g. Tree1.5,Rock1.75 (System.String, default: )
TerrainModifierInfo
Change the realtive frequency of the different terrain types.
ForceRainbow: Force rainbow (line wise terrains) (System.Boolean, default: 0)
TerrainFrequencyModifiers: List of 6 numbers for each terrain type. E.g. 1,1,1,1,2,2 for extra mountains. (System.Single[], default: System.Single[])
WaveInfo
An enemy wave. [not active]
Time: When does wave arrive in s. (System.Single, default: 0)
ToSpawn: What to spawn. (System.String, no default)
ModDescription
UserModAuthor
Information about the author of the mod. You can have multiple of these in a file. (optional)
AuthorName: Name/nickname of the author. (System.String, no default)
DiscordID: Your ID on discord (optional). (System.String, no default)
Email: Email of the author (optional). (System.String, no default)
Role: Creator, Co-Creator etc. (optional). (System.String, no default)
SteamID: Your ID on Steam (optional). (System.String, no default)
UserModInfo
Information about the mod.
ModName: Name of the mod. (System.String, no default)
Priority: Loading priority of this mod. Lower priority = loaded earlier. (System.Single, default: 0)
Required: Optional: Names of required other mods. (System.String[], no default)
Tags: Tags to be attached to this item. Tags can be: Item, Animal, Gameplay, Workshop, Vehicle, Terrain, Diorama, Other, Building, Farming, Bundle (System.String[], default: System.String[])
Version: Version number (System.Single, default: 0.1)
Scenario
ScenarioInfo
A fixed scenario consisting of multiple modifiers.
Icon: Icon to show in UI. (System.String, no default)
MapSeed: Seed of the map. Leave at 0 for random seed. (System.Int32, default: 0)
Modifiers: List of modifiers. (System.String[], default: System.String[])
Number: Number of scenario (for sorting in UI). (System.Int32, default: 0)
Tutorial: Is tutorial? For metrics and inclusion in tutorial menu. (System.Boolean, default: 0)
Scenery
AudioInfo
Play an audioclip in a semi-random interval.
ActiveWhenRaining: Play at raintime. (System.Boolean, default: 1)
Ambience: Count as ambience (for volume setting). (System.Boolean, default: 1)
ClipsDaytime: Name of the (built-in) audio clips that are to be played at daytime (comma-separated). (System.String, no default)
ClipsNighttime: Name of the (built-in) audio clips that are to be played at nighttime (comma-separated). (System.String, no default)
Interval: Interval in seconds. (System.Single, default: 20)
SpawnChance: Probability to spawn this audio effect. Note: Every component and audio source costs performance. Therefore it makes sense to set this to less than 1 for non-critical objects like trees. (System.Single, default: 1)
EnemyCampInfo
Information on the setup of a single enemy camp.
EnemySpawn: If recruiting flag is spawned: What enemies need to be defeated (System.String, default: )
SpawnTiles: Tile types on which it can spawn. (System.String[], no default)
ToSpawn: Things that will be spawned, e.g. 2Pig,1RecruitingFlag (System.String, default: )
FarmLandInfo
A Farm land.
MineableInfo
Things that can be mined, e.g. trees
AttachToSoil: Attach to underlying object, e.g. ore -> soil tile. (System.Boolean, default: 0)
MinesTo: List of things you get from mining. (System.String, no default)
RandomLootAmount: List of random loot you get from mining. (System.Int32, default: 0)
SpawnOnRemove: Thing to spawn after last element is mined. (System.String, no default)
TimeToMine: Base time required to mine this object. (System.Int32, default: 30)
MountainInfo
A mountain.
NaturalResourceInfo
Things that can be mined by buildings, e.g. oil wells
PlantInfo
Thing that grows over time.
GrowsOnTile: Only grows on specific ground tile. Leave empty for no restriction. (System.String, no default)
GrowthRateDay: Growth rate at day time. (System.Single, default: 1)
GrowthRateNight: Growth rate at night time. (System.Single, default: 0)
GrowTime: Tile until fully grown. (System.Single, default: 60)
IsCrop: Can be grown in farm. (System.Boolean, default: 0)
IsTree: Can be grown in grove. (System.Boolean, default: 0)
OnlyGrowIn: Only grows in specified autofarm/grove. Leave empty for no restriction. (System.String, no default)
WaterUsage: Factor of water usage. 1 = water once per plant. (System.Single, default: 1)
PopupInfo
A popup is something that randomly appears in a time interval like the fish or the worms.
Interval: Approximate time interval in seconds inbetween popups. (System.Single, default: 0)
RallyInfo
Used for the rally flag
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
RecruitingInfo
Used for the recruiting flag
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
SpawnerInfo
Adding this to an object will cause it to be automatically spawned onto maps.
CanSpawnOnOtherItems: Spawn on top of other objects (e.g. clay and ore). (System.Boolean, default: 0)
RequireWalkable: Only spawn where your people can go. (System.Boolean, default: 0)
SpawnClusterExtent: How spread apart are things in a spawn cluster. (System.Int32, default: 1)
SpawnClusterSize: Number range of objects per spawn (e.g. 3:5 trees). (NumRange, default: NumRange)
SpawnCohesive: Spawn in clumps (e.g. rocks). (System.Boolean, default: 0)
SpawnLevels: Height levels on which it can spawn. (0=ocean, 1=water, 2=sand, 3=grass, 4=soil, 5=rock) (System.Int32[], no default)
SpawnMinimum: Minimum number of spawns relative to map size (e.g. 0.0001). (System.Single, default: 0)
SpawnMinimumTier: Minimum tier to spawn (0 = all, 1=grassland, 2=desert, 3=dark…) (System.Int32, default: 0)
SpawnTiles: Tiles types on which it can spawn. (System.String[], no default)
VeinInfo
A vein.
WindInfo
Add to make item affected by wind.
Terrain
ShaderInfo
Controls different shader effects.
AmbientOcclusionIntensity: Intensity of the ambient occlusion effect. (System.Single, default: 0)
AmbientOcclusionRadius: Radius of the ambient occlusion effect. (System.Single, default: 0)
BloomIntensity: Intensity of the bloom effect. (System.Single, default: 0)
BloomThreshold: Brightness threshold for the bloom effect. (System.Single, default: 0)
EnvironmentParticleColor: Color of the little environment blocks. (UnityEngine.Color, default: #00000000)
FogDay: Intensity of fog/haze at day. (System.Single, default: 0)
FogNight: Intensity of fog/haze at night. (System.Single, default: 0)
FogPreset: Name of the fog preset. (System.String, no default)
RainDuration: Duration of rain. (System.Single, default: 50)
RainTimeBetween: Time between rain. (System.Single, default: 500)
RainTimeBetweenLightning: Average time between lightning. (System.Single, default: 8)
RainTransitionTime: Time to transition between rain and no rain. (System.Single, default: 10)
VoidRadius: Fog void radius around camera. (System.Single, default: 52)
SubBiomeInfo
Adds sub biomes, e.g. oases in deserts.
MaxFrequency: Frequency with which this biome is spawned (in % of tiles, e.g. 0.0005. (System.Single, default: 0)
MinFrequency: Frequency with which this biome is spawned (in % of tiles, e.g. 0.0005. (System.Single, default: 0)
MinSpawns: Minimum number of spawns (System.Int32, default: 0)
ObjectsToSpawn: List of objects to spawn, e.g. 3Tree,2Turtle (System.String, no default)
SpawnOn: On which terrain should this be spawned? (System.String, no default)
TerrainToSpawn: List of terrain to spawn, e.g. 10Floor_Water,10Floor_Grass (System.String, no default)
TerrainInfo
Adds a terrain type to the game.
ambiencetrackcenter: Audio track to be played at the center of the map. (System.String, no default)
ColorLogisticsConnection: Color of UI arrow: Logistics Connection. (UnityEngine.Color, default: #33A6D9FF)
ColorSettlerActiveTask: Color of UI arrow: Set Task. (UnityEngine.Color, default: #00FF00FF)
ColorStockpileConnectionIn: Color of UI arrow: Stockpile Connection (in). (UnityEngine.Color, default: #CFD900FF)
ColorStockpileConnectionOut: Color of UI arrow: Stockpile Connection (in). (UnityEngine.Color, default: #D98700FF)
FloorByHeight: List of 6 different floor type names by height, e.g. Floor_Ocean,Floor_Water,Floor_Sand,Floor_Grass,Floor_Earth,Floor_Earth. (System.String[], default: System.String[])
PositionInWorld: Position of this terrain type on the world map, e.g. 0.5,0.5 (System.Single[], default: System.Single[])
Seed: Fixed seed of the map. Leave empty for random seed. (System.Nullable`1[System.Int32], no default)
SpawnDensity: What percentage of the tiles will spawn things? (System.Single, default: 0)
TerrainFrequencies: Relative frequency of the 6 floog types, e.g. 0.6,0.1,0.15,0.4,0.1,0 (System.Single[], default: System.Single[])
Tier: Indication of the difficulty of this terrain. (System.Int32, default: 0)
TileInfo
Info for floor tiles.
BuildableGround: Can build normal buildings here. (System.Boolean, default: 0)
ChildHeight: Height of every item/building on this tile. (System.Single, default: 0)
Fertile: Can build farms here. (System.Boolean, default: 0)
SolidGround: Can place items here and build things like bonfires. (System.Boolean, default: 0)
SpawnOnTop: Items to always spawn on top, e.g. earth -> mountain). (System.String, no default)
Walkable: Can actors walk here? (System.Boolean, default: 1)
Wanderable: Will actors wander here? (System.Boolean, default: 1)
WMColor: Color of the tile on the world map (UnityEngine.Color, default: #000000FF)
WMHeight: Height of the tile on the world map (System.Single, default: 0)
WMScenery: Scenery block for the world map, frequency,color,height,width (System.String, default: )
Unspecified
Vehicle
BackerRaftInfo
A raft carrying things from other backers. (only used internally)
CargoShipInfo
Cargo ship behavior.
CargoHeight: Relative height of the cargo. (System.Single, default: 0.6666667)
Speed: Speed of the ship. (System.Single, default: 1)
CarriageInfo
Adds a carriage controller.
CarryPosition: Relative position at which carried goods are displayed. (UnityEngine.Vector3, default: 0,0,0)
RotationSpeed: Rotation speed in degrees per second. (System.Single, default: 180)
Speed: Travel speed of this carriage. (System.Single, default: 1)
LocomotiveInfo
A locomotive for a train.
Acceleration: Acceleration force of the locomotive in t/s². (System.Single, default: 0)
Deacceleration: Deceleration force of the locomotive in t/s². (System.Single, default: 0)
MaxSpeed: Maximum speed of the train in t/s. (System.Single, default: 0)
WagonType: The type of the wagon that belongs to this locomotive. (System.String, default: TrainWagon)
OverheadConveyorCartInfo
An overhead conveyor cart.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
HeightElevated: Height when raised. (System.Single, default: 0.75)
HeightLowered: Height when lowered. (System.Single, default: -0.125)
HookPrefab: Type to use as hook. (System.String, no default)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
Speed: Speed at which the cart travels. (System.Single, default: 1)
VerticalSpeed: Vertical speed of the cart. (System.Single, default: 1)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
ShipInfo
Player ship.
CanOverlap: Can it be placed on top of other buildings? (System.Boolean, default: 0)
Category: Under which category in the build menu it will show up. (System.String, default: None)
ObstacleMap: Matrix of where colonists can go and what they should avoid. 0=no penalty, 9=avoid; separated by newline and , (System.String, no default)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], no default)
WarningFlagPosition: Position where the warning flag is placed (UnityEngine.Vector3, default: -1.5,0,-1.5)
TrainWagonInfo
A wagon of a train.
Cargo: Can carry cargo. (System.Boolean, default: 0)
CargoHeight: Height of carried cargo. (System.Single, default: 0)
ZeppelinInfo
Adds a zeppelin controller.
Acceleration: Acceleration in t/m². (System.Single, default: 1)