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Stuff commonality extension
Taranchuk edited this page Sep 6, 2021
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3 revisions
VEF Framework provides you with a way to manage commonality of stuff materials as you want for structure, weapon and apparel generations currently. It's done via a mod extension where you need to add it to the ThingDef of material you need to change. Example of usage:
<modExtensions>
<li Class="VFECore.StuffExtension">
<structureGenerationCommonalityOffset>100</structureGenerationCommonalityOffset>
<weaponGenerationCommonalityOffset>100</weaponGenerationCommonalityOffset>
<apparelGenerationCommonalityOffset>100</apparelGenerationCommonalityOffset>
<structureGenerationCommonalityFactor>100</structureGenerationCommonalityFactor>
<weaponGenerationCommonalityFactor>100</weaponGenerationCommonalityFactor>
<apparelGenerationCommonalityFactor>100</apparelGenerationCommonalityFactor>
</li>
</modExtensions>Offset values allow you to offset the default commonality value that the game has for the given material. Factor fields are used to multiply on the default commonality value. You can combine both fields and offset values will be calculated first and then factor values.
All the provided fields are optional. You can omit any fields that you do not want to set.
- 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