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RimWorld => Mods => Help => Topic started by: FangoWolf on May 13, 2014, 06:48:30 PM

Title: Def Properties List
Post by: FangoWolf on May 13, 2014, 06:48:30 PM
Before I keep going on this, has anyone compiled Property lists.  I'm a little over halfway on the ThingDefs.  Example  (The formatting is all messed up but...)

altitudeLayer -> Item,LowPlant,Filth,DoorMoveable,BuildingTall,FloorEmplacement,Waist,Floor,Pawn
alwaysHaulable -> true, false
alwaysShowCount -> true,false
apparel
   damageAbsorption -> 0.03,0.08,0.3,0.8
   graphicPath -> various
   layer -> OnSkin,Shell,Middle
   commonality -> 100,50
   tags <li> BasicShirt </li>

baseMaterialType -> Transparent,PlantCutout
basePrice -> 1.5,4.0
beauty -> ugly,NiceTiny,Gorgeous,Neutral,UglyTiny
bed_healTickInterval -> 2000,1000
Bed_ShowSleeperBody -> true,false
blockLight -> true
blueprintTexturePath -> various
building
   defaultPlantToGrow -> PlantPotato
   doorClosedSoundManual -> DoorClosedManual
   doorClosedSoundPowered -> DoorClosedPowered
   doorOpenSoundManual - > DoorOpenManual
   doorOpenSoundPowered -> DoorOpenPowered
   ignoreNeedsPower -> true
   plantsDestroyWithMe -> true
   spawnConceptLearnOpportunity -> BillsTab
   supportsPlants -> true
   turretGunDef -> Gun_TerretImprovised
   burstCooldownTicks -> 300
   turretTopTexturePath -> various
   wantsHopperAdjacent -> true
   foodCostPerDispense -> 10
   soundDispense -> DispensePaste

bulletImpactSound -> BulletImpactMetal
canFilthAttach ->true
castEdgeShadows -> true
category -> Item,Palnt,Filth,Building,Ethereal,Pawn
cleaningWorkToReduceThickness ->150
colorGenerator -> Class="ColorGenerator_StandardApparel"
   "ColorGenerator_Options"
   <options>
   <li> <weight>10
   <only>RGBA(0.xx,0.xx,0.xx,1)
combatTargetBuilding -> true
comps <li>
   <compclass>CompForbidable CompPowerTrader,CompGatherSpot,CompGlower,     CompExplosive, CompPowerBattery</
   <basePowerConsumption>50,-1,-3600</
   <startElectricalFire>True</
   <glowRadius>12</
   <glowColor>(217,217,217,0)</
   <overLightRadius>7.1</
   <powerOnSound>PowerOnSmall</
   <powerOffSound>PowerOffSmall</
   <explosiveRadius>3.9</
   <explosiveDamageType>Bomb </
   <StoredEnergyMax>1000
   <efficiency>0.5
   </li>
  </comps>

constructionEffect -> ConstructMetal,ConstructDig
costList -> <li> <thingDef>Metal</thingDef></li>
coversFloor -> true
defaultStorageSettings ->
   <priority>Important</
   <allowances> <categories> <li>FoodRaw</li> </categories>
   <exceptedThingDefs> <li>Human_Meat</li>
   </allowances>
designationCategory -> Structure,Furniture,Security
designationHotKey -> O
destroyOnHarvest -> true, false
destroyable -> false
drawerType -> MapMeshOnly,RealTimeOnly,MapMeshAndRealTime
drawGUIOverlay -> true, false
drawMat -> null
eatEffect -> EatVegetarian
eatenDirectThought -> AteRawFood
eType ->
   Item, Plant, Door ,Building_PowerConduit, SteamGeyser, Bed, BuildingComplex,    Building_ResearchBench, Building_Chair, Building_Table,    Building_Turret,Building_CommsConsole,BuildingInert,   Building_PowerPlantGeothermal, Building_Battery, Apparel, Pawn

fertilityFactorGrowthRate -> 1.0,0.4,0.5
fillPercent -> 0.25,1.0
filthLeavings -> <li> <thingDef>SlagRubble</ <count>2</ </li>
fixedStorageSettings ->
   <priority>important</
   <allowances> <categories><li>weapons, FoodRaw</ </ </
flamabiltiy -> 1.0,0
generateClusterSizeRange -> <min>3</  <max10</
groundPlantable -> true,false
growthPer20Ticks -> 0.48,1.0,0.45,0.14
harvestedThingDef -> RawPotatoes
hasInteractionSquare -> true
holdsRoof -> true
iconMat_ForPrisoner -> various
itemSurface -> True
inspectorTabs ->
  <li>UI.ITab_Bills</li>
  <li>UI.ITab_Pawn_Thoughts</li>
   <li>UI.ITab_Pawn_Needs</li>
   <li>UI.ITab_Pawn_Prisoner</li>
   <li>UI.ITab_Pawn_Character</li>

interactionSquareOffset -> (0,0,-1),(2,0,0),(0,0,2),(0,0,3)
interactSound -> MetalDrop
killedLeavings -> <li> <thingDef>DebrisSlag</ <count>2</ </li>
leaveResourcesWhenKilled -> true
leaveTerrain -> roughStone
lifeSpan -> 500000,200000,140000,60000,800000
linkDrawerType -> CornerFiller,Transmitter,Basic
linkFlags -> <li>Wall</li><li>Rock</li><li>Minerals</li>
maxFoodYield -> 6.0,4.0,0,7.0
maxHealth -> 100,85,120,240
menuIconPath -> various
minFertility -> 0.5,0.3,0.4,0.05
mineable -> true
mineableResource -> Metal
minGlowToGrow -> Overlit,Lit
naturalBuilding -> true
neverMultiSelect -> true
neverOverlapFloors -> true
nutrition -> 5,40
overDraw -> true
passablity -> Impassable,Standable,PassThroughOnly
pathCost -> 15,10
placingDisplayRadius -> 7.9,25.9
placingDraggableDimensions -> 1
placementRestricters ->
   <li>PlacementRestricter_NotUnderRoof,   
   PlacementRestricter_NextToHopperAccepter
   PlacementRestricter_OnSteamGeyser
   </li>
purchaseable -> true
quality -> Raw,Plant
race

recipes -> <li>various</li>
repairEffect -> Repair
researchPrerequisite -> Stonecutting
resourceCountPriority -> First,Last,Middle
restEffectiveness -> 0.8,1.0
roomBarrier -> true
rotatable -> false
seedEmitAveragePer20kTicks -> 0.40,0.35,0.05
seedShootMinGrowthPercent -> 0.6
seedShootRadius -> 3,15
selectable -> true,false
size -> (1,1)
stacklimit -> 75,1
staticSunShadowHeight -> 1.0
storeCategories -> FoodMeals, ResourcesRaw, PlantFoodRaw,Manufactured
sunShadowInfo<baseWidth>0.3</<basHeight>0.3</<tallness>0.3</
surfaceNeeded -> Light,Heavy,Diggable
terrainSourced ->true
texturePath -> various
ThingClass ->
   Building, ThingResource, Meal, BuildingDoor, SteamGeyser, Building_Bed, Building_WorkTable, Building_PlantGrower, Building_ResearchBench, Building_EquipmentRack, Building_Chair Building_OrbitalTradeBeacon, Building_Glower,Building_TurretGun, Building_CommsConsole,Building_Grave, Building_GibbetCage, Building_PowerPlantSolar, Building_PowerPlantSteam, Apparel

tickerType -> rare,Normal,Never
topWindExposure -> 0.1,0.3,0.08
transmitsPower -> true
usesStandardHealth -> true,false
visualSizeRange<min>0.3</min><max>1.00,1.05</max>
wildCommonality -> 0.3,0.7
workToBuild -> 350