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Custom structure and scenarios
KylianB edited this page Jul 9, 2022
·
1 revision
First, you need to export your own structures. Then add the following ScenPart to your scenario:
<li Class="KCSG.ScenPart_AddStartingStructure">
<def>VFEC_AddStartingStructure</def>
<structureLabel>An abandoned factory</structureLabel>
<nearMapCenter>True</nearMapCenter>
<chooseFrom>
<li>VFEM_Factory1</li>
<li>VFEM_Factory2</li>
<li>...</li>
</chooseFrom>
</li>
- You can modify the
structureLabel
with your own text. It will be showed on the scenario page:
- You can change
nearMapCenter
to false, in that case, the game will choose a free place to spawn the structure on the map. - Add your own
StructureLayoutDef
inchooseFrom
, no limit in the amount. - Add
<spawnPartOfEnnemyFaction>true</spawnPartOfEnnemyFaction>
if you want the structure to be owned by a random hostile faction. - Add
<spawnConduits>false</spawnConduits>
if you don't want conduit to be spawned under every impassable/doors. Useful when you already placed conduit in your structure, and want the player to repair the net himself.
It can also be used to spawn starting pawns and equipments. In some cases, you might want to spawn pawns in a specific room of your structure. In that case, you will need to:
- Set
nearMapCenter
totrue
- Add
<spawnTheStartingPawn>true</spawnTheStartingPawn>
That's it for the ScenPart itself. Now we need to edit the structures layouts referenced in chooseFrom
. We can add spawn points to them. These are calculated from map center:
| -1,-1 | 0,-1 | 1,-1 |
| -1, 0 | 0, 0 | 1, 0 |
| -1, 1 | 0, 1 | 1, 1 |
Now add them to the StructureLayoutDef
using:
<KCSG.StructureLayoutDef>
...
<spawnAt>
<li>0,0</li> <!-- Map center -->
</spawnAt>
</KCSG.StructureLayoutDef>
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- CompApparelHediffs
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- CompProperties_HomingProjectile
- ThoughtExtensions
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- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
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- Resource to power
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- 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
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- Blink
- Build Periodically
- Cause Incident
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- Change Weather
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- 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
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- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
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- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
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- Summon On Spawn
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- Animal Behaviours Hediff Comp Classes
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- Animal Behaviours Misc