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Recipes Inheritance
KylianB edited this page Mar 3, 2022
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This is a new DefModExtension, that you can add to any Thing with the Building_WorkTable class (or one that inherit from it). It will allow your Thing to inherit all the recipes (including modded ones) of the wanted other Building_WorkTable.
Here is the simplest example (from Vanilla Furniture Expanded Production):
<modExtensions>
<li Class="RecipeInheritance.ThingDefExtension">
<inheritRecipesFrom>
<li>TableMachining</li>
</inheritRecipesFrom>
</li>
</modExtensions>
It will make your bench inherit from all the recipes of the machining table.
Other xml tags you can use:
- allowedProductFilter, allow only the recipes that produce a thing matching this filter
- allowedRecipes, to only allow specific recipes
- disallowedProductFilter, disallow all the recipes that produce a thing matching this filter
- disallowedRecipes, to disallow specific recipes
Here is a more advanced example:
<modExtensions>
<li Class="RecipeInheritance.ThingDefExtension">
<inheritRecipesFrom>
<li>FabricationBench</li>
</inheritRecipesFrom>
<allowedProductFilter>
<categories>
<li>Manufactured</li>
</categories>
</allowedProductFilter>
</li>
</modExtensions>
It inherits all recipes of the fabrication bench that produce a thing of the manufactured category.
You also need to add your work table to the list of the workgiver. Let's take the first example of this page. We now need to add our worktable to the Machining workgiver :
<Operation Class="PatchOperationAdd">
<xpath>/Defs/WorkGiverDef[defName="DoBillsMachiningTable"]/fixedBillGiverDefs</xpath>
<value>
<li>**OUR worktable name here**</li>
</value>
</Operation>
- 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