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Biome based structure spawning
KylianB edited this page Jun 28, 2022
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4 revisions
Add the KCSG.BiomeStructGenExtension
mod extension to your BiomeDef. You can have multiple of those on your def. Example of use below:
<modExtensions>
<li Class="KCSG.BiomeStructGenExtension">
<!-- A list of layout def and their commonality -->
<structures>
<li>
<layout>Layout1</layout>
<commonality>0.2</commonality>
</li>
<li>
<layout>Layout2</layout>
<commonality>0.6</commonality>
</li>
<li>
<layout>Layout3</layout>
<commonality>1.0</commonality>
</li>
</structures>
<!-- False: will not check if cell are walkable -->
<canSpawnInMontains>true</canSpawnInMontains>
<!-- canSpawnInMontains need to be false -->
<clearCellRadiusAround>2</clearCellRadiusAround>
<!-- Count to spawn -->
<spawnCount>80</spawnCount>
<!-- Should tile hiliness multiply count -->
<countScaleHiliness>true</countScaleHiliness>
<!-- Multipliers -->
<scalingOptions>
<flat>0.5</flat>
<smallHills>1</smallHills>
<largeHills>2</largeHills>
<mountainous>3</mountainous>
</scalingOptions>
<!-- Regnerate ore after spawn,
useful if you plan on spawning rocks
and want ores to spawn randomly in it -->
<postGenerateOre>true</postGenerateOre>
<!-- Spawn on water... -->
<canSpawnOnBridgeableTerrain>false</canSpawnOnBridgeableTerrain>
</li>
</modExtensions>
- 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