-
Notifications
You must be signed in to change notification settings - Fork 59
Apparel
juanosarg edited this page Jun 24, 2025
·
16 revisions
The Apparel module of the framework has several comp classes that can be added to any apparel item to provide special behaviours:
- Apparel hediffs: A list of hediffs that will be applied to a wearer and will be vanish as soon as the apparel with this comp is removed from the wearer.
- Camouflage: Hostile pawns that wear this apparel will have their name hidden from the player, and they cannot be manually selected while on the map.
- Shield apparel: Allows you to make defensive shields. Not in the sci-fi sense, but in the classical plank-of-wood defense sense
- Shield bubble: Allows you to make sci-fi shields on apparel that protect against damage
- Switch Apparel: New Comp that allows switching between different apparels, but only if they have the same layers and bodypartgroups.
The Apparel module of the framework has a single def extension that can be added to any apparel item to provide special behaviours:
- ApparelExtension: Lots of smaller additions for apparel
Comp classes are added in XML in the <comps> tag of an appropriate item. Check any of the examples to see.
Def extensions need to be added to the <modExtensions> tag of an appropriate item. Check any of the examples to see.
Inside the framework, the namespace to access all the Apparels classes is "VEF.Apparels"
- Abilities
- Aesthetic scaling
- Animal Behaviours
- Apparels
- Buildings
- Cooking
- Factions
- Genes
- Global
- Graphics
- Hediffs
- Maps
- Memes
- OptionalFeatures
- Pawns
- Planet
- Plants
- Storyteller
- Things
- Weapons
- Weathers
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Advanced Resource Processor
- 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
