-
Notifications
You must be signed in to change notification settings - Fork 59
Biome based structure spawning
KylianB edited this page Jun 28, 2022
·
4 revisions
Add the KCSG.BiomeStructGenExtension mod extension to your BiomeDef. You can have multiple of those on your def. Example of use below:
<modExtensions>
<li Class="KCSG.BiomeStructGenExtension">
<!-- A list of layout def and their commonality -->
<structures>
<li>
<layout>Layout1</layout>
<commonality>0.2</commonality>
</li>
<li>
<layout>Layout2</layout>
<commonality>0.6</commonality>
</li>
<li>
<layout>Layout3</layout>
<commonality>1.0</commonality>
</li>
</structures>
<!-- False: will not check if cell are walkable -->
<canSpawnInMontains>true</canSpawnInMontains>
<!-- canSpawnInMontains need to be false -->
<clearCellRadiusAround>2</clearCellRadiusAround>
<!-- Count to spawn -->
<spawnCount>80</spawnCount>
<!-- Should tile hiliness multiply count -->
<countScaleHiliness>true</countScaleHiliness>
<!-- Multipliers -->
<scalingOptions>
<flat>0.5</flat>
<smallHills>1</smallHills>
<largeHills>2</largeHills>
<mountainous>3</mountainous>
</scalingOptions>
<!-- Regnerate ore after spawn,
useful if you plan on spawning rocks
and want ores to spawn randomly in it -->
<postGenerateOre>true</postGenerateOre>
<!-- Spawn on water... -->
<canSpawnOnBridgeableTerrain>false</canSpawnOnBridgeableTerrain>
</li>
</modExtensions>- 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