Properties
##Overview
The Properties
setting sets flags on items in materials.txt (and sometimes also needs.txt). It must appear in a definition block and can be used multiple times, once per flag being added.
##Syntax
This optional setting is used in materials.txt
(and sometimes needs.txt
) and must be within a definition block. It can be used multiple times per definition block, once per <flag>
.
Properties <flag>
Where <flag>
defines the flag to associate with the item being defined:
-
Administrator
- Entities: Require an [Office
room](Office (Room)) to work from, can do research -
AutoCharge
-needs.txt
: The need automatically increases -
BlockMovement
- Materials or Objects: Entities can't move through the item -
BuiltOnWall
- Objects: Must be built on a wall (eg.ShopFront
) -
CanPlaceOnRoad
- Objects: Can be built on top of roads (eg.RoadGate
) CutsceneMarker
-
DiningArea
- Rooms: Used as a dining area during "Eat" regime slots (eg. Canteen or Nursery) -
DoesNotTire
- Entities: Never get tired, never need rest -
DontAvoid
- Objects: Pathfinder will not avoid the object (eg.MetalDetector
) -
Door
- Objects only: The object is a door -
Electrical
- Objects: Requires direct connection toElectricalCable
in order to function -
Entity
- Objects: An Entity (person) which can navigate around the map, perform jobs, etc. -
ExplodeWhenWet
- Objects: Explodes if it comes in to contact with water (eg. from a shower, broken sink, sprinkler, etc) resulting in a [Fire
](Fire (Special Effect)) -
Guard
- Entities: A prison guard (also gives them Prison Keys) -
Housing
- Rooms: Housing for prisoners (eg. a cell, dormitory, etc) -
Improvised
- Equipment only: -
Luxuries
- Equipment only: Material
-
Metal
- Equipment only(?): sets of metal detectors -
MobileObject
- laundry basket -
MothersOnly
- Rooms: Only mothers allowed -
Narcotics
- Equipment only: -
NoImport
- Equipment only: -
PrisonersCanWork
- Rooms only: ... Processor
-
QualityGraded
- Rooms: Room quality is graded (see also:Grading ... *
andProperties
Housing
) -
RangedWeapon
- Equipment only: -
RequiresSector
- Rooms only: ... -
RoomSpecific
- Objects: Auto-hide on "Objects" menu until suitable room in view -
Rubbish
- Objects only: The item will be taken to [Garbage
(Room)](Garbage (Room)) -
Scripted
- Objects: The object is scriptable) -
Sellable
- Objects: Automatically export the object to Profit $$$ ShelfObject
-
SlowDelivery
- The item must be delivered by truck (it won't magically appear in storage) -
Smelly
- Equipment only(?): Dogs can smell it -
Staff
- Entities only: The entity is a member of staff (gives then Staff Keys) -
StaticObject
- Objects only: The item can be dismantled or dumped -
Tools
- Equipment only: ? -
Uncloneable
- prevents the item from being cloned with clone tool -
Utility
- Objects: Move from objects menu to utilities menu, also visible in utilities view -
Vehicle
- Objects: A vehicle that can drive down the road (can also be used by Callouts) -
Weapons
- Equipments: Can be used as a weapon -
Wired
- Objects: Enables wired connections -
WomenOnly
- Rooms: Only female prisoners allowed
##Example
A Guard
should (must?) be a member of Staff
and all people must (should?) be an Entity
. Oh, and this one DoesNotTire
. He's an unstoppable machine!
Properties Entity
Properties Staff
Properties Guard
Properties DoesNotTire
You'll be glad to know that if you try defining a custom Guard in your mod, the game will likely crash (guaranteed to crash when using the Guard
and Scripted
properties together).
##Notes
Technically, any type of definition block in materials.txt
that supports the Properties
setting can use any of the values listed above. However, you're likely to get very odd results (maybe even game crashes) if you abuse it. That being said, please do experiment and let us know what you find!
The .GetNearbyObjects()
method is able to search based on property value, for example you can search for all Entity
objects, all Staff
objects and so on.
##See Also
^ Open "Pages" to Search
Settings:
*
= multi-use per block...
=BEGIN...END
block
-
Name
<objectId>
-
AttachToWall
true|false
-
AttackPower
<number>
-
AutoOrder
<objectId>
-
AutoOrderQuantity
<num>
-
BlockedBy *
<groupId>
-
BlockMovement
true|false
-
BlockVisibility
true|fals
-
Capturable
true|false
-
ConstructionTime
<time>
-
Contraband ... *
<eqipId>
- [
Entity
](Entity (Callout))<entityId>
-
Equipment
<equipmentId>
-
Group
<groupId>
-
Height
<tiles>
-
IndoorOutdoor
<mode>
-
LikelyObject ... *
<objId>
-
MadeOf
<id>
-
MaxNumber
<number>
-
MaxStackSize
<number>
-
MoveCost
<number>
-
MoveSpeedFactor
<number>
-
NumEntities
<number>
-
NumSlots
<number>
-
NumSprites
<number>
-
ObjectRequired
<consumableId>
-
Price
<number>
-
Properties *
<id>
-
Qualification
-
Range
<tiles>
-
RechargeTime
-
RenderDepth
<number>
-
RenderPostOffset
<number>
-
RenderPreOffset
<number>
-
Requirement ... *
<id>
-
Research
[<researchId>
](Name (research.txt)) -
Rotatable
true|false
-
Scale
<number>
-
SoftEdged
<mode>
-
Sprite
<spriteId>
- [
Sprite ... *
](Sprite (sprites.png))x <offset> y <offset>
w <offset> h <offset>
-
RotateType
<mode>
Marker ... *
-
Sprite0..N ... *
x <x> y <y>
-
SpriteOverlayScale
<num>
-
SpriteScale
<number>
-
SpriteType
<mode>
-
SpriteVariants
<number>
-
StackSprite
<spriteId>
-
Teleportable
true|false
-
ToolbarSprite
<spriteId>
-
Toughness
<number>
-
TwoHanded
true|false
- [
Vehicle
](Vehicle (Callout))<vehicleId>
-
ViewRange
<tiles>
-
Width
<tiles>
-
Workers ...
-
Workgroup
<id>
Equipment:
Name Sprite AttackPower num RechargeTime num Properties Weapons Properties NoImport Properties Improvised Properties Metal Properties Tools Scale TwoHanded true|false Range num Rotatable true|false - eg. book
Callouts:
Name Cost num MaxNumber num Vehicle vehicleId Entity entityId NumEntities Sprite