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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 in chooseFrom, 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 to true
  • 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>

VFE Core

General Comp classes

General DefModExtensions

Item Processor

PipeSystem

Custom Structure Generation

Multi Verb Combat Framework - MVCF

Animal Behaviours

Apparel

Cuisine

Furniture

Plants

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