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Buildings Classes
juanosarg edited this page Jun 24, 2025
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The Buildings module of Vanilla Expanded Framework adds several classes inheriting from the base game Building class:
- LootableBuilding: creates lootable buildings that use base game IOpenable interface, which automatically handles the gizmo, the workgivers, the jobdrivers, etc
- LootableBuilding_Custom: creates lootable buildings that don't use base game IOpenable interface
- StudiableBuilding: creates buildings that colonists can investigate and study
- SwappableBuilding: creates buildings that can be swapped via code into another building
Classes can just be specified by placing it in the <thingClass> tag of the ThingDef:
<thingClass>VEF.Buildings.LootableBuilding</thingClass>- 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