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Dig Periodically
juanosarg edited this page May 20, 2024
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6 revisions
CompDigPeriodically allows an animal to dig in the ground for a given resource
//A comp class that just makes an animal dig a resource every ticksToDig ticks
public List<string> customThingToDig = null;
public List<int> customAmountToDig = null;
public int ticksToDig = 60000;
public bool onlyWhenTamed = false;
//Should items be spawned forbidden?
public bool spawnForbidden = false;
//Dig biome rocks. Animal will only dig rocks found on this biome, ignoring customThingToDig
public bool digBiomeRocks = false;
//If digBiomeRocks is true, do we also go further and turn those into bricks?
public bool digBiomeBricks = false;
public int customAmountToDigIfRocksOrBricks = 1;
//Is the result a corpse? If so, spawn a pawn, and kill it
public bool resultIsCorpse = false;
//Flag to only dig if the terrain is polluted
public bool onlyDigIfPolluted = false;
It is a comp class, so you just add it in XML in the <comps>
tag. For example, this allows Gigawigs in Vanilla Factions Expanded - Insectoids to dig around for mineral resources once a day:
<comps>
<li Class="AnimalBehaviours.CompProperties_DigPeriodically">
<customThingToDig>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>Steel</li>
<li>Steel</li>
<li>Jade</li>
<li>Gold</li>
<li>Plasteel</li>
<li>Silver</li>
</customThingToDig>
<customAmountToDig>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>25</li>
<li>25</li>
<li>10</li>
<li>10</li>
<li>10</li>
<li>10</li>
</customAmountToDig>
<ticksToDig>60000</ticksToDig>
</li>
</comps>
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- WeatherLetterExtensions
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- PipeSystem basics
- Resource
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- Resource processor
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- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Update to KCSG 2.0
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- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions
- Animal Behaviours Basics
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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
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