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Custom structure in WorldObjects

KylianB edited this page Jul 25, 2022 · 1 revision

You can create and add a KCSG.CustomGenOption mod extension to the modExtensions tag in your own WorldObjectDef:

<modExtensions>
  <li Class="KCSG.CustomGenOption">
    <!-- The exported structures -->
    <chooseFromlayouts>
      <li>Wiki_Struct1</li>
      <li>Wiki_Struct2</li>
      <li>...</li>
    </chooseFromlayouts>
    <!-- The following option will prevent lake/marsh and
         patches in general to generate. Use this if you 
         don't want your settlement to have to use bridges -->
    <preventBridgeable>true</preventBridgeable>
    <!-- If you want the structure to not be generated in the center,
         but in a free of mountain space (will default to center if
         no such space exist)-->
    <tryFindFreeArea>True</tryFindFreeArea>
    <!-- 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>
  </li>
</modExtensions>

VFE Core

General Comp classes

General DefModExtensions

Item Processor

PipeSystem

Custom Structure Generation

Multi Verb Combat Framework - MVCF

Animal Behaviours

Genes

Apparel

Cuisine

Furniture

Plants

Deprecated

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