in a big simplification...
We create Label for changes once:
This is described in the help for the editor.
I made help (CHM) from the TechTree.lua file plus a pair of property that struck me in the eye
. It would be nice if someone sent me other modifications worth placing in such a quick help. I am also asking for comments and suggestions on the e-mail:
zbychos @ delirium. hopto. org
----------------------------------------------------------------------------------------------------------------------------
Buildings
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Cargo / Capacity
Colonist
Colonist
Colonist
Colonist
Colonist
Colonists
Constructions
Constructions
Constructions
Constructions
Consumption Reduction
Cost
Cost
Cost
Cost
Cost Reduction
Cost Reduction
Cost Reduction
Cost Reduction
Cost Reduction
Cost Reduction
Dome
Dome
Dome
Dome
Dome
Dome
Fuel
Fuel
Passengers
Performance
Performance
Performance
Performance
Performance
Performance
Performance
Performance
Performance
Performance
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Production Bonus
Research Points
Research Points
Reserach Points
Speed Bonus
Speed Bonus
Speed Bonus
Speed Bonus
Speed Bonus
Speed Buff
Technology
Technology
Technology
Technology
Technology
Time
Time
Trait
Water requirement reduction
---------------------------------------------------------------
ChangeFunding(Amount)
write what to correct.
If you have other properties - I will include them in the list
We create Label for changes once:
CreateLabelModifier("id", "label", "property", new_amount, new_percent)
where:id = unique ID; for example, the ID of your commander or mission sponsor
new_amount = 0 or initial value
new_percent = 0 or initial value
We introduce changes using:new_amount = 0 or initial value
new_percent = 0 or initial value
ChangeLabelModifier("id", "label", "property", new_amount, new_percent)
This is described in the help for the editor.
I made help (CHM) from the TechTree.lua file plus a pair of property that struck me in the eye
zbychos @ delirium. hopto. org
----------------------------------------------------------------------------------------------------------------------------
Buildings
Maintenance
label: "Consts"
property: "BuildingMaintenancePointsModifier"
desc: Buildings require maintenance less often.
property: "BuildingMaintenancePointsModifier"
desc: Buildings require maintenance less often.
Cargo / Capacity
Atomic Battery
label: "AtomicBattery"
property: "capacity"
desc: Power storage capacity.
property: "capacity"
desc: Power storage capacity.
Cargo / Capacity
Atomic Battery Capacity
label: "AtomicBattery"
property: "capacity"
desc: Power storage capacity.
property: "capacity"
desc: Power storage capacity.
Cargo / Capacity
Battery Capacity
label: "Battery_WaterFuelCell"
property: "capacity"
desc: Power storage capacity.
property: "capacity"
desc: Power storage capacity.
Cargo / Capacity
CargoShuttle Cargo Capacity
label: "CargoShuttle"
property: "max_shared_storage"
desc: Shuttle cargo capacity.
property: "max_shared_storage"
desc: Shuttle cargo capacity.
Cargo / Capacity
Drone Battery Capacity
label: "Drone"
property: "battery_max"
desc: Drone battery capacity.
property: "battery_max"
desc: Drone battery capacity.
Cargo / Capacity
Drone Hub Max Drones
label: "Consts"
property: "CommandCenterMaxDrones"
desc: Drone Hubs maximum number of Drones.
property: "CommandCenterMaxDrones"
desc: Drone Hubs maximum number of Drones.
Cargo / Capacity
Drone Hub Starting Drones
label: "DroneHub"
property: "starting_drones"
desc: Drone Hubs are constructed with additional <param> Drones.
property: "starting_drones"
desc: Drone Hubs are constructed with additional <param> Drones.
Cargo / Capacity
Drone Resource Carry
label: "Consts"
property: "DroneResourceCarryAmount"
desc: Drones carry two resources at once.
property: "DroneResourceCarryAmount"
desc: Drones carry two resources at once.
Cargo / Capacity
Oxygen Tank Capacity
label: "OxygenTank"
property: "air_capacity"
desc: Oxygen storage capacity.
property: "air_capacity"
desc: Oxygen storage capacity.
Cargo / Capacity
RC Rover Max Drones
label: "Consts"
property: "RCRoverMaxDrones"
desc: The RC Rover Drones limit.
property: "RCRoverMaxDrones"
desc: The RC Rover Drones limit.
Cargo / Capacity
RC Rover Starting Drones
label: "RCRover"
property: "starting_drones"
desc: The RC Rover starts with <param> additional Drones.
property: "starting_drones"
desc: The RC Rover starts with <param> additional Drones.
Cargo / Capacity
RC Transport Storage
label: "RCTransport"
property: "max_shared_storage"
desc: The RC Transport maximum storage.
property: "max_shared_storage"
desc: The RC Transport maximum storage.
Cargo / Capacity
Rocket Cargo Space
label: "Consts"
property: "CargoCapacity"
desc: Rocket Cargo Space in kg.
property: "CargoCapacity"
desc: Rocket Cargo Space in kg.
Cargo / Capacity
ShuttleHub Max Shuttles
label: "ShuttleHub"
property: "max_shuttles"
desc: The maximum number of Shuttles that the Shuttle Hub can house is increased by <param>.
property: "max_shuttles"
desc: The maximum number of Shuttles that the Shuttle Hub can house is increased by <param>.
Cargo / Capacity
Water Tank Capacity
label: "WaterTank"
property: "water_capacity"
desc: Water storage capacity.
property: "water_capacity"
desc: Water storage capacity.
Colonist
Daily Sanity Recover Dome
label: "Dome"
property: "DailySanityRecoverDome"
desc: Domes restore Sanity to their inhabitants every Sol.
property: "DailySanityRecoverDome"
desc: Domes restore Sanity to their inhabitants every Sol.
Colonist
Heavy Workload Bonus
label: "Consts"
property: "OvertimedShiftPerformance"
desc: Doubles the performance bonus when Colonists are working on a heavy workload.
property: "OvertimedShiftPerformance"
desc: Doubles the performance bonus when Colonists are working on a heavy workload.
Colonist
More Colonist From Earth
label: "Consts"
property: "ApplicantGenerationInterval"
desc: More applicants will start to appear on Earth.
property: "ApplicantGenerationInterval"
desc: More applicants will start to appear on Earth.
Colonist
Retirement age
label: "Colonist"
property: "MinAge_Senior"
desc: Retirement age from old age happen later in the Colonists' lifespan.
property: "MinAge_Senior"
desc: Retirement age from old age happen later in the Colonists' lifespan.
Colonist
Retirement death
label: "Colonist"
property: "death_age"
desc: Retirement death from old age happen later in the Colonists' lifespan.
property: "death_age"
desc: Retirement death from old age happen later in the Colonists' lifespan.
Colonists
Passenger Rockets
label: "Consts"
property: "MaxColonistsPerRocket"
desc: Passenger Rockets carry <param> more Colonists.
property: "MaxColonistsPerRocket"
desc: Passenger Rockets carry <param> more Colonists.
Constructions
DroneHub No More Maintenance
label: "DroneHub"
property: "disable_maintenance"
desc: Drone Hubs no longer require maintenance.
property: "disable_maintenance"
desc: Drone Hubs no longer require maintenance.
Constructions
DroneHub No More Power
label: "DroneHub"
property: "disable_electricity_consumption"
desc: Drone Hubs no longer require Power.
property: "disable_electricity_consumption"
desc: Drone Hubs no longer require Power.
Constructions
Instant Cables
label: "Consts"
property: "InstantCables"
desc: Instant and free power cable construction. Power cables do not suffer from power faults.
property: "InstantCables"
desc: Instant and free power cable construction. Power cables do not suffer from power faults.
Constructions
Instant Pipes
label: "Consts"
property: "InstantPipes"
desc: Instant and free pipe construction. Pipes don't suffer from leaks.
property: "InstantPipes"
desc: Instant and free pipe construction. Pipes don't suffer from leaks.
Consumption Reduction
Colonist Food Consume
label: "Consts"
property: "eat_food_per_visit"
desc: All Colonists consume <param> Food.
property: "eat_food_per_visit"
desc: All Colonists consume <param> Food.
Cost
Dome Concrete Cost
label: "Domes_Construction"
property: "construction_cost_Concrete"
desc: Dome Concrete costs.
property: "construction_cost_Concrete"
desc: Dome Concrete costs.
Cost
Domes Construction Cost Concrete
label: "Domes_Construction"
property: "construction_cost_Concrete"
desc: Domes cost basic resources (Concrete).
property: "construction_cost_Concrete"
desc: Domes cost basic resources (Concrete).
Cost
Domes Construction Cost Metals
label: "Domes_Construction"
property: "construction_cost_Metals"
desc: Domes cost basic resources (Metals).
property: "construction_cost_Metals"
desc: Domes cost basic resources (Metals).
Cost
Metak Cost for Building Constr.
label: "Consts"
property: "Metals_cost_modifier"
desc: Metals costs for building construction by <param>.
property: "Metals_cost_modifier"
desc: Metals costs for building construction by <param>.
Cost Reduction
Decorations Concrete Cost
label: "Decorations_Construction"
property: "construction_cost_Concrete"
desc: Decorations Building construction costs in Concrete (excluding Domes).
property: "construction_cost_Concrete"
desc: Decorations Building construction costs in Concrete (excluding Domes).
Cost Reduction
Decorations Metals Cost
label: "Decorations_Construction"
property: "construction_cost_Metals"
desc: Decorations Building construction costs in Metals (excluding Domes).
property: "construction_cost_Metals"
desc: Decorations Building construction costs in Metals (excluding Domes).
Cost Reduction
Inside Buildings Concrete Cost
label: "InsideBuildings_Construction"
property: "construction_cost_Concrete"
desc: Building construction costs in Concrete (excluding Domes).
property: "construction_cost_Concrete"
desc: Building construction costs in Concrete (excluding Domes).
Cost Reduction
Inside Buildings Metal Cost
label: "InsideBuildings_Construction"
property: "construction_cost_Metals"
desc: Building construction costs in Metals (excluding Domes).
property: "construction_cost_Metals"
desc: Building construction costs in Metals (excluding Domes).
Cost Reduction
Outside Buildings Concrete Cost
label: "OutsideBuildings_Construction"
property: "construction_cost_Concrete"
desc: Outside Building construction costs in Concrete (excluding Domes).
property: "construction_cost_Concrete"
desc: Outside Building construction costs in Concrete (excluding Domes).
Cost Reduction
Outside Buildings Metal Cost
label: "OutsideBuildings_Construction"
property: "construction_cost_Metals"
desc: Outside Building construction costs in Metals (excluding Domes).
property: "construction_cost_Metals"
desc: Outside Building construction costs in Metals (excluding Domes).
Dome
Decorations - Service Comfort
label: "Decorations"
property: "service_comfort"
desc: Decorations have Service Comfort.
property: "service_comfort"
desc: Decorations have Service Comfort.
Dome
Farms - Comfort
label: "Farm"
property: "dome_comfort"
desc: Farms Comfort of all residences in the Dome.
property: "dome_comfort"
desc: Farms Comfort of all residences in the Dome.
Dome
Inside Buildings Maintenance
label: "InsideBuildings"
property: "maintenance_threshold_base"
desc: In-Dome buildings require maintenance.
property: "maintenance_threshold_base"
desc: In-Dome buildings require maintenance.
Dome
Outside Buildings Maintenance
label: "OutsideBuildings"
property: "maintenance_threshold_base"
desc: Out-Dome buildings require maintenance.
property: "maintenance_threshold_base"
desc: Out-Dome buildings require maintenance.
Dome
Residences - Comfort
label: "DomeBasic"
property: "dome_comfort"
desc: Residences in Basic Domes have improved Comfort.
property: "dome_comfort"
desc: Residences in Basic Domes have improved Comfort.
Dome
Water consumption
label: "Dome"
property: "water_consumption"
desc: Water consumption of Domes.
property: "water_consumption"
desc: Water consumption of Domes.
Fuel
Rockets Fuel
label: "AllRockets"
property: "launch_fuel"
desc: Rockets Fuel.
property: "launch_fuel"
desc: Rockets Fuel.
Fuel
Shuttles Fuel
label: "ShuttleHub"
property: "consumption_amount"
desc: Shuttles Fuel.
property: "consumption_amount"
desc: Shuttles Fuel.
Passengers
Max Colonists Per Rocket
label: "Consts"
property: "MaxColonistsPerRocket"
desc: Passenger Rockets carry <param> more/less Colonists.
property: "MaxColonistsPerRocket"
desc: Passenger Rockets carry <param> more/less Colonists.
Performance
Botanist Performance
label: "botanist"
property: "preferred_workplace_performance_bonus"
desc: Scientists have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Scientists have +-<param> performance when working in their specialty.
Performance
Engineer Performance
label: "engineer"
property: "preferred_workplace_performance_bonus"
desc: Engineers have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Engineers have +-<param> performance when working in their specialty.
Performance
Geologist Performance
label: "geologist"
property: "preferred_workplace_performance_bonus"
desc: Geologists have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Geologists have +-<param> performance when working in their specialty.
Performance
Medic Performance
label: "medic"
property: "preferred_workplace_performance_bonus"
desc: Medics have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Medics have +-<param> performance when working in their specialty.
Performance
Metals Extractor Automation
label: "MetalsExtractor"
property: "automation"
desc: Metals Extractors can work without crews at <param> performance.
property: "automation"
desc: Metals Extractors can work without crews at <param> performance.
Performance
Metals Extractor AutoPerformance
label: "MetalsExtractor"
property: "auto_performance"
desc: Metals Extractors can work without crews at <param> performance.
property: "auto_performance"
desc: Metals Extractors can work without crews at <param> performance.
Performance
Rare Metals Extractor Automation
label: "PreciousMetalsExtractor"
property: "automation"
desc: Rare Metals Extractors can work without crews at <param> performance.
property: "automation"
desc: Rare Metals Extractors can work without crews at <param> performance.
Performance
Rare Metals Extractor AutoPerformance
label: "PreciousMetalsExtractor"
property: "auto_performance"
desc: Rare Metals Extractors can work without crews at <param> performance.
property: "auto_performance"
desc: Rare Metals Extractors can work without crews at <param> performance.
Performance
Scientist Performance
label: "scientist"
property: "preferred_workplace_performance_bonus"
desc: Botanists have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Botanists have +-<param> performance when working in their specialty.
Performance
Security Officers Performance
label: "security"
property: "preferred_workplace_performance_bonus"
desc: Security Officers have +-<param> performance when working in their specialty.
property: "preferred_workplace_performance_bonus"
desc: Security Officers have +-<param> performance when working in their specialty.
Production Bonus
Boost Electronics Factory
label: "ElectronicsFactory_Amplify"
property: "production_per_day1"
desc: Electronics Factory upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Electronics Factory upgrades grant a bigger boost to production.
Production Bonus
Boost Fuel Factory
label: "FuelFactory_Amplify"
property: "production_per_day1"
desc: Fuel Factory upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Fuel Factory upgrades grant a bigger boost to production.
Production Bonus
Boost Machine Parts Factory
label: "MachinePartsFactory_Amplify"
property: "production_per_day1"
desc: Machine Parts Factory upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Machine Parts Factory upgrades grant a bigger boost to production.
Production Bonus
Boost Metals Extractor
label: "MetalsExtractor_Amplify"
property: "production_per_day1"
desc: Metals Extractor upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Metals Extractor upgrades grant a bigger boost to production.
Production Bonus
Boost Network Node
label: "NetworkNode_Amplify"
property: "performance"
desc: <emNetwork Node[/I] upgrades grant a bigger boost to production.
property: "performance"
desc: <emNetwork Node[/I] upgrades grant a bigger boost to production.
Production Bonus
Boost Polymer Plant
label: "PolymerPlant_Amplify"
property: "production_per_day1"
desc: Polymer Plants upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Polymer Plants upgrades grant a bigger boost to production.
Production Bonus
Boost Rare Metals Extractor
label: "PreciousMetalsExtractor_Amplify"
property: "production_per_day1"
desc: Precious Metals Extractor upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Precious Metals Extractor upgrades grant a bigger boost to production.
Production Bonus
Boost Regolith Extractor
label: "RegolithExtractor_Amplify"
property: "production_per_day1"
desc: Regolith Extractor upgrades grant a bigger boost to production.
property: "production_per_day1"
desc: Regolith Extractor upgrades grant a bigger boost to production.
Production Bonus
Boost Research Lab
label: "ResearchLab_Amplify"
property: "ResearchPointsPerDay"
desc: Research Lab upgrades grant a bigger boost to production.
property: "ResearchPointsPerDay"
desc: Research Lab upgrades grant a bigger boost to production.
Production Bonus
Boost Science Institute
label: "ScienceInstitute_Amplify"
property: "ResearchPointsPerDay"
desc: Science Institute upgrades grant a bigger boost to production.
property: "ResearchPointsPerDay"
desc: Science Institute upgrades grant a bigger boost to production.
Production Bonus
Boost Water Extractor
label: "WaterExtractor_Amplify"
property: "water_production"
desc: Water Extractor upgrades grant a bigger boost to production.
property: "water_production"
desc: Water Extractor upgrades grant a bigger boost to production.
Production Bonus
Rare Metal Extractor Production
label: "PreciousMetalsExtractor"
property: "production_per_day1"
desc: Rare Metals Extractor production.
property: "production_per_day1"
desc: Rare Metals Extractor production.
Production Bonus
Solar Panel Power Production
label: "SolarPanel"
property: "electricity_production"
desc: Solar Panels and Large Solar Panels Power production.
property: "electricity_production"
desc: Solar Panels and Large Solar Panels Power production.
Production Bonus
Wind Turbine Power Production
label: "WindTurbine"
property: "electricity_production"
desc: Wind Turbines Power production.
property: "electricity_production"
desc: Wind Turbines Power production.
Research Points
Explorer Rover Research Points
label: "Consts"
property: "ExplorerRoverResearchPoints"
desc: Generate <research(param)> per Sol for each RC Explorer vehicle. Multiple vehicles result in collaboration losses.
property: "ExplorerRoverResearchPoints"
desc: Generate <research(param)> per Sol for each RC Explorer vehicle. Multiple vehicles result in collaboration losses.
Research Points
Power to Research Points
label: "Consts"
property: "ElectricityForResearchPoint"
desc: Converts unused Power into Research Points.
property: "ElectricityForResearchPoint"
desc: Converts unused Power into Research Points.
Reserach Points
Sponsor Research
label: "Consts"
property: "SponsorResearch"
desc: Increases research provided by sponsor by <research(param)>.
property: "SponsorResearch"
desc: Increases research provided by sponsor by <research(param)>.
Speed Bonus
Drone Speed
label: "Drone"
property: "move_speed"
desc: Drones move speed.
property: "move_speed"
desc: Drones move speed.
Speed Bonus
Explorer Rover Speed
label: "ExplorerRover"
property: "move_speed"
desc: ExplorerRover move speed.
property: "move_speed"
desc: ExplorerRover move speed.
Speed Bonus
RC Rover Speed
label: "RCRover"
property: "move_speed"
desc: RCRovers move speed.
property: "move_speed"
desc: RCRovers move speed.
Speed Bonus
RC Transport Harvest Faster
label: "Consts"
property: "RCTransportGatherResourceWorkTime"
desc: The RC Transport harvests resources speed.
property: "RCTransportGatherResourceWorkTime"
desc: The RC Transport harvests resources speed.
Speed Bonus
RC Transport Speed
label: "RCTransport"
property: "move_speed"
desc: RCTransport move speed.
property: "move_speed"
desc: RCTransport move speed.
Speed Buff
CargoShuttle Speed
label: "CargoShuttle"
property: "max_speed"
desc: Shuttle speed.
property: "max_speed"
desc: Shuttle speed.
Technology
Deep Metal Available
label: "Consts"
property: "IsDeepMetalsExploitable"
desc: Can exploit deep Metal deposits.
property: "IsDeepMetalsExploitable"
desc: Can exploit deep Metal deposits.
Technology
Deep Rare Metal Available
label: "Consts"
property: "IsDeepPreciousMetalsExploitable"
desc: Can exploit deep Rare Metal deposits.
property: "IsDeepPreciousMetalsExploitable"
desc: Can exploit deep Rare Metal deposits.
Technology
Deep Scan Available
label: "Consts"
property: "DeepScanAvailable"
desc: Sectors can now be scanned again for deep deposits. Exploiting these deposits requires additional technologies.
property: "DeepScanAvailable"
desc: Sectors can now be scanned again for deep deposits. Exploiting these deposits requires additional technologies.
Technology
Deep Water Available
label: "Consts"
property: "IsDeepWaterExploitable"
desc: Can exploit deep Water deposits.
property: "IsDeepWaterExploitable"
desc: Can exploit deep Water deposits.
Technology
Orbital Probe
label: "OrbitalProbe"
property: "?"
desc: Probes are cheaper and can deep scan.
property: "?"
desc: Probes are cheaper and can deep scan.
Time
Travel Time Earth -> Mars
label: "Consts"
property: "TravelTimeEarthMars"
desc: Rocket travel time Earth -> Mars.
property: "TravelTimeEarthMars"
desc: Rocket travel time Earth -> Mars.
Time
Travel Time Mars -> Earth
label: "Consts"
property: "TravelTimeMarsEarth"
desc: Rocket travel time Mars -> Earth.
property: "TravelTimeMarsEarth"
desc: Rocket travel time Mars -> Earth.
Trait
Sanity
label: "Consts"
property: "LowSanityNegativeTraitChance"
desc: Lowers the risk of colonists developing flaws after Sanity breakdown.
property: "LowSanityNegativeTraitChance"
desc: Lowers the risk of colonists developing flaws after Sanity breakdown.
Water requirement reduction
Farm Water Consumption
label: "Farm"
property: "water_consumption"
desc: Water requirements of crops.
property: "water_consumption"
desc: Water requirements of crops.
---------------------------------------------------------------
ChangeFunding(Amount)
write what to correct.
If you have other properties - I will include them in the list
Attachments
Last edited: