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WeatherEffectsExtension
Taranchuk edited this page Mar 3, 2022
·
3 revisions
This DefModExtension can be added to weather defs, in their <modExtensions>
tag. You also need to add <li>WeatherOverlay_Effects</li>
to <overlayClasses>
.
Here is an example:
<li Class="VFECore.WeatherEffectsExtension">
<ticksInterval>1000</ticksInterval> <!-- Do effects ticks interval -->
<hediffsToApply> <!-- Hediffs added to pawns -->
<li>
<hediff>ToxicBuildup</hediff> <!-- Hediff defName -->
<severityOffset>0.010</severityOffset> <!-- Initial and added severity to hediffs -->
<effectMultiplyingStat>ToxicSensitivity</effectMultiplyingStat> <!-- Stat taken into account for severity -->
</li>
</hediffsToApply>
<causesRotting>True</causesRotting> <!-- Should it rot things -->
<rotProgressPerDamage>3000</rotProgressPerDamage> <!-- Rotting progress per hit-->
<killingPlants>false</killingPlants> <!-- Should it kill plants -->
<chanceToKillPlants>0.0065</chanceToKillPlants> <!-- Chance to kill plants -->
<activeOnWeatherPerceived>RG-W_ToxicRain</activeOnWeatherPerceived> <!-- Only active when this weather is visible on the screen -->
<worksOnNonFleshPawns>false</worksOnNonFleshPawns> <!-- Set it to true if you want to affect non-flesh pawns such as mechanoids -->
</li>
<li Class="VFECore.WeatherEffectsExtension">
<ticksInterval>300~600</ticksInterval> <!-- Can also accept range, so it will work every 300-600 ticks randomly -->
<damageToApply>Blunt</damageToApply> <!-- Damage def to deal -->
<damageRange>0.1~0.5</damageRange> <!-- Damage range to deal -->
<percentOfPawnsToDealDamage>0.1</percentOfPawnsToDealDamage> <!-- Percent of pawns on the map to take damage. 0.1 will take random 10% of all pawns to deal damage -->
<activeOnWeatherPerceived>RG_Hail</activeOnWeatherPerceived> <!-- Only active when this weather is visible on the screen -->
</li>
- 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