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Cuisine Comp Classes
juanosarg edited this page Jul 7, 2023
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The Cuisine module of the framework has four comp classes that can be added to any item to provide special behaviours:
- CompProperties_MaturingAlcohol: copied from CompProperties_Rotable, with a few tweaks. Instead of destroying an item when it rots, this code will swap the item for a different one. For example, it is used with Vanilla Brewing Expanded Ambrosia mush to turn it into Ambrandy must. You can check an example here.
- CompProperties_StackByQuality: A comp class to make items only stack if their qualities are the same. Used for example in Vanilla Cooking Expanded to avoid cheese of different qualities stacking, and thus "ruining" the higher quality. You can check an example here
- CompProperties_TempTransforms: A comp class to make an item transform into a different one if a certain temperature is reached. It is used for example in Vanilla Cooking Expanded's grills, that turn into "ruined" versions of themselves if frozen, or in vanilla Brewing Expanded's Hot coffee, that turns into Iced coffee when frozen. You can check an example here
They are all comp classes, so you just add them in XML in the <comps>
tag. Check any of the examples to see.
- 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