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Fertilizer
juanosarg edited this page Aug 8, 2021
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CompTerrainChanger is a comp class that makes an animal change a terrain permanently when it passes through it. Despite the name, it doesn't need to change fertility, it can change any terrain to another.
Optionally, it can also make this changed terrain change to a third one when the animal passes through it again.
//Makes the animal change a given terrain to a second one, and then (optionally)
//that second one to a third one
public int checkingRate = 100;
public string FirstStageTerrain = "";
public string SecondStageTerrain = "";
//The animal will need obedience (guard) training to do this third terrain change step
public bool doThirdStage = false;
public string ThirdStageTerrain = "";
//Act in a radius, instead of on the pawn's position
public bool inRadius = false;
public int radius = 2;
It is a comp class, so you just add it in XML in the <comps>
tag. For example, this allows The Sand Squid in Alpha Animals to change sand to fertilized sand, and then to superior fertilized sand if it is trained in guard
<comps>
<li Class="AnimalBehaviours.CompProperties_TerrainChanger">
<FirstStageTerrain>Sand</FirstStageTerrain>
<SecondStageTerrain>AA_FertilizedSand</SecondStageTerrain>
<ThirdStageTerrain>AA_SuperiorFertilizedSand</ThirdStageTerrain>
</li>
</comps>
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- 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
- Update to KCSG 2.0
- 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