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Adding new backstories into the game
Taranchuk edited this page Apr 20, 2022
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With VEF you can now add new backstories in the game via XML. Example of usage:
<VFECore.BackstoryDef>
<defName>UT_SlumDweller</defName>
<title>Slum Dweller</title>
<titleShort>Favelado</titleShort>
<baseDescription>[PAWN_nameDef] was raised in one of the many shanty towns on a highly populated industrial world in a local community. Food was hard to come by and had to be scavenged, [PAWN_pronoun] used numerous methods to survive without drawing too much attention from law enforcement.</baseDescription>
<slot>Childhood</slot> <!-- accepts Childhood and Adulthood values -->
<spawnCategories> <!-- spawnCategories work as filters, usually to match faction backstoryFilters or PawnKindDef spawn categories overrides -->
<li>Offworld</li>
<li>Outlander</li>
<li>ImperialCommon</li>
</spawnCategories>
<maleCommonality>40</maleCommonality> <!-- an optional field, responsible for gender restriction. 40% chance for male means 60% chance for females in this case. -->
<chronologicalAgeRestriction>18~60</chronologicalAgeRestriction> <!-- an optional field, this one is responsible for chronological age restriction.
The 18~60 value will restrict the backstory to pawns with 18 - 60 chronological years. -->
<biologicalAgeRestriction>18~60</biologicalAgeRestriction> <!-- an optional field, the same logic as above but with biological age. -->
<skillGains> <!-- A list of skill gains. Determines skill gains that the backstory provides to the pawn with it. -->
<Social>1</Social>
<Crafting>2</Crafting>
<Melee>2</Melee>
</skillGains>
<workDisables> <!-- A list of work tags to disable. Determines if the backstory will disable work types for the pawn.
Accepts following WorkTags values:
None
ManualDumb
ManualSkilled
Violent
Caring
Social
Commoner
Intellectual
Animals
Artistic
Crafting
Cooking
Firefighting
Cleaning
Hauling
PlantWork
Mining
Hunting
Constructing
Shooting
AllWork
-->
<li>Intellectual</li>
</workDisables>
<disallowedTraits> <!-- A list of disallowed traits that won't appear in the backstory. You can specify defName, chance (optional) and degree (optional) values. -->
<li>
<defName>Gourmand</defName>
</li>
</disallowedTraits>
<forcedTraits> <!-- A list of forced traits that will appear in the backstory. You can specify defName, chance (optional) and degree (optional) values. -->
<li>
<defName>Neurotic</defName>
<degree>1</degree>
<chance>0.5</chance>
</li>
</forcedTraits>
<shuffleable>true</shuffleable> <!-- Determines if the backstories will be choosen randomly in the backstory pool. Otherwise it's meant to be used for specific pawns and be loaded in a specific C# code -->
</VFECore.BackstoryDef>- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- CompApparelHediffs
- CompShieldBubble
- CompHediffGiver
- CompLeavesSpawner & CompAutumnLeavesSpawner
- CompProperties_HomingProjectile
- ThoughtExtensions
- ExcludeFromQuestsExtension
- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions
- Animal Behaviours Basics
-
Animal Behaviours Comp Classes
- Acid Attacks and Acid Immunity
- Animal Resources
- Animal Resources On Caravan
- Apply Hediff When Bound
- Asexual Reproduction
- Auto Nutrition
- Blink
- Build Periodically
- Cause Incident
- Change Def if Not Unique
- Change Weather
- Corpse Decayer
- Destroy This Item
- Die After Period
- Die And Change Into Another Def
- Dig Periodically
- Dig When Hungry
- Disease Event Immunity
- Disease Immunity
- Diseases After Period
- Doesn't flee
- Draftability
- Drop on Death
- Eat Weird Food
- Electrified
- Enrage Other Pawns
- Exploding Hatcher
- Extreme Xenophobia
- Fertilizer
- Filth Producer
- Fixed Gender
- Floating
- Gas Producer
- Give Thoughts On Caravan
- Graphic by Style
- Graphic by Terrain
- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
- Nearby Effecter
- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
- Refueling
- Regeneration
- State After Health Loss
- Summon On Spawn
- Swallow Whole
- Thought Effecter
- Untameable
- Animal Behaviours Hediff Comp Classes
- Animal Behaviours Damage Workers
- Animal Behaviours Def Extensions
- Animal Behaviours Extra Defs
- Animal Behaviours Misc