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Custom structure in quests
KylianB edited this page Sep 6, 2022
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First create a new SitePartDef, here is an example:
<SitePartDef>
<defName>Wiki_RuinedSite</defName>
<label>ruined site</label>
<description>A ruined site.</description>
<siteTexture>World/WorldObjects/Sites/GenericSite</siteTexture>
<expandingIconTexture>World/QuestIcons/AbandonedFactory</expandingIconTexture>
<handlesWorldObjectTimeoutInspectString>true</handlesWorldObjectTimeoutInspectString>
<tags>
<li>Wiki_RuinedSite</li>
</tags>
</SitePartDef>Then create a new GenStepDef.
- You need to add
<linkWithSite>with the defName/tag of the SitePartDef you created before, or it won't work (see example below). - Use
KCSG.GenStep_CustomStructureGenas the<genStep>Class. - There are no limits in the number of
structureLayoutDefs<structureLayoutDefs>can accept.
Example:
<GenStepDef>
<defName>Wiki_RuinedSite</defName>
<linkWithSite>Wiki_RuinedSite</linkWithSite>
<order>460</order>
<genStep Class="KCSG.GenStep_CustomStructureGen">
<structureLayoutDefs>
<li>Wiki_Struct1</li>
<li>Wiki_Struct2</li>
<li>Wiki_Struct3</li>
<li>Wiki_Struct4</li>
</structureLayoutDefs>
<!-- Additional options -->
<fullClear>false</fullClear> <!-- Clear any impassable in the way -->
<clearFogInRect>false</clearFogInRect> <!-- Clear fog on the structure -->
<preventBridgeable>false</preventBridgeable> <!-- Prevent lake/river/marsh (bridgeable) -->
</genStep>
</GenStepDef>There is also an option to run additional resolvers. For example, you can use the premade resolver to ruin your structure randomly (at generation). This is usually better than making ruins yourself, because it means fewer structures to export, and more ruins variety. To enable the option, follow the example below:
<GenStepDef>
[...]
<genStep Class="KCSG.GenStep_CustomStructureGen">
[...]
<!-- Premade resolver, you can add or remove any of
them, and also add custom ones -->
<symbolResolvers>
<li>kcsg_randomdamage</li>
<li>kcsg_randomfilth</li>
<li>kcsg_randomterrainremoval</li>
<li>kcsg_randomroofremoval</li>
<li>kcsg_randomitemremoval</li>
<li>kcsg_removeperishable</li>
<li>kcsg_destroyrefuelablelightsource</li>
<li>kcsg_scatterstuffaround</li>
</symbolResolvers>
<!-- Only if tou use kcsg_randomfilth -->
<filthTypes>
<li>Filth_Dirt</li>
<li>Filth_Trash</li>
<li>Filth_RubbleBuilding</li>
</filthTypes>
<!-- Only if tou use kcsg_scatterstuffaround-->
<scatterThings>
<li>Gold</li>
<li>Silver</li>
</scatterThings>
<scatterChance>0.02</scatterChance>
</genStep>
</GenStepDef>- 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