Enums
Many fields take one of a fixed set of named values. In Lua you write them as strings (for example part.category = "Engine"). This page lists the value sets you are most likely to use. The complete set, including the rarer ones, is in pm-types.d.lua and surfaces in your editor's autocomplete.
When a field is an enum, your editor will offer the valid values as you type the string. Use that first. This page is for looking one up away from the editor.
Part categories
The editor category a part appears under (category on a part).
none, Production, Control, Structural, Aero, Utility, Science, Pods, FuelTank, Engine, Communication, Electrical, Ground, Thermal, Payload, Coupling, ColonyEssentials, Favorites, SubAssemblies, Amenities, Storage
Engine type
The propulsion category of an engine mode (engineType on an engine mode).
Generic, SolidBooster, Methalox, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp, Helium3, MetallicHydrogen, NuclearSaltwater, Antimatter
Resource flow mode
How a resource moves between parts (flowMode on a resource). Usable by name or number.
NULL, NO_FLOW, ALL_VESSEL, STAGE_PRIORITY_FLOW, STACK_PRIORITY_SEARCH, STAGE_STACK_FLOW_BALANCE
Resource transfer mode
NONE, PUMP
Attach node type and method
The kind of attachment node (nodeType) and its physics method (attachMethod).
Node type:
Stack,Surface,DockAttach method:
FIXED_JOINT,HINGE_JOINT,LOCKED_JOINT,MERGED_PHYSICS,NO_PHYSICS,NONE
Science situations
The environment a science experiment is taken in.
None, HighOrbit, LowOrbit, Atmosphere, Splashed, Landed
Science experiment and report type
Experiment type:
DataType,SampleType,BothReport type:
DataType,SampleType
Mission enums
Used when patching missions. See Missions.
Owner:
None,Global,Agency,PlayerType:
Primary,Secondary,Tutorial,FTUEState:
Inactive,Active,Complete,Failed,InvalidReward type:
None,SciencePointsLogical operator (conditions):
OR,AND,XOR,NOTProperty operator (conditions):
LESSER,EQUAL,GREATER
Patch pass and ordering
Set through the chain methods, not as strings, but listed here for completeness. See The patch lifecycle.
Pass: Early, Default, Late (via
:Early(),:Late())Ordering: First, Default, Last (via
:First(),:Last())