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Toggable patches
KylianB edited this page Mar 3, 2022
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You can now add toggables patches, they can be turned on/off from the Vanilla Framework Expanded settings. This is how to define them (example from Vanilla Expanded - Royalty Patches), they still need to be in the Patches folder :
<Operation Class="VFECore.PatchOperationToggableSequence">
<enabled>False</enabled>
<mods>
<li>Vanilla Cooking Expanded</li>
<li>Genetic Rim</li>
</mods>
<label>Rat cheese acceptable by royals:</label>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/RoyalTitleDef[defName="Acolyte" or defName="Knight" or defName="Praetor" or defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/foodRequirement/allowedDefs</xpath>
<value>
<li>VCE_RatCheese</li>
</value>
</li>
</operations>
</Operation>
- enabled: Default value of the patch
- label: Text that will be used in the VFE settings
- operations: same as the vanilla sequence operations tag Rimworld wiki
If you don't want to have the framework as a dependency, and only enable those patches when it is found, you need to use LoadFolders. For example, in a file named LoadFolders.xml, at the root of your mod:
<?xml version="1.0" encoding="utf-8" ?>
<loadFolders>
<v1.3>
<!-- Vanilla -->
<li>/</li>
<li>1.3</li>
<!-- Mod Vanilla Expanded Framework-->
<li IfModActive="OskarPotocki.VanillaFactionsExpanded.Core">Mods/1.3/Vanilla Expanded Framework</li>
</v1.3>
</loadFolders>
Then, at the root of your mod (or it's version folder), you can the usual Patches
folder with all your patches inside.
- 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