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Spawning things on new generated maps
Taranchuk edited this page Apr 29, 2022
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With VEF you can make a code that will spawn things and pawns into maps after first time generation process. This can be used to spawn additional rocks, ruins, buildings, raiders, mechanoids in order to make the location more diverse than before if you wish. Example of usage:
<VFECore.ObjectSpawnsDef>
<defName>RGW_AncientConcreteBarrier</defName> <!-- a defName of this specific def -->
<thingDef>AncientConcreteBarrier</thingDef> <!-- a defName of ThingDef to spawn it -->
<pawnKindDef>RG_ArchoEntity_Conservator</pawnKindDef> <!-- an optional value that will spawn this pawn instead of thingDef -->
<factionDef>RG_Archotech</RG_Archotech> <!-- an optional value that will assign faction to spawned thing/pawn -->
<allowOnWater>false</allowOnWater> <!-- a boolean value to prevent spawning on water --->
<numberToSpawn>10~18</numberToSpawn> <!-- count to to spawn the thing. The range determines number to be picked randomly, ie 10, 11, 12 ... 18 -->
<disallowedTerrainTags> <!-- a list of disallowed terrain tags in order to prevent things from spawning on terrains with following tags. For example, water tiles with <li>Water</li> tag -->
<li>TONOTSPAWNTAG</li>
</disallowedTerrainTags>
<allowedTerrains> <!-- a list of terrain defNames that are allowed to place the thing on them -->
<li>RG_DepletedSoil</li>
</allowedTerrains>
<allowedBiomes> <!-- a list of biome defNames that are allowed to generate the thing on them -->
<li>RG-W_Wasteland</li>
</allowedBiomes>
</VFECore.ObjectSpawnsDef>- 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