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Build Periodically
juanosarg edited this page Jun 24, 2025
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7 revisions
CompBuildPeriodically is a comp class that allows an animal to periodically create a building
//A comp class to make animals periodically create buildings around them. Terrains where
// buildings are accepted can be specified
public string defOfBuilding = "";
public int ticksToBuild = 1000;
public int maxBuildingsPerMap = 10;
public List<string> acceptedTerrains = null;
public bool onlyOneExistingPerPawn = false;
public bool checkForExistingEdifices = false;
public bool ifBedAssignOwnership = false;
public bool onlyTamed = false;It is a comp class, so you just add it in XML in the <comps> tag. For example, this allows Beavers in Vanilla Animals Expanded - Temperate Forest to build dams
<comps>
<li Class="VEF.AnimalBehaviours.CompProperties_BuildPeriodically">
<defOfBuilding>AEXP_BeaverDam</defOfBuilding>
<ticksToBuild>2000</ticksToBuild>
<maxBuildingsPerMap>10</maxBuildingsPerMap>
<acceptedTerrains>
<li>MarshyTerrain</li>
<li>WaterMovingChestDeep</li>
<li>WaterShallow</li>
<li>WaterOceanShallow</li>
<li>WaterMovingShallow</li>
<li>Marsh</li>
<li>GU_RedWaterShallow</li>
</acceptedTerrains>
</li>
</comps>- 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