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Buildings Def Mod Extensions
juanosarg edited this page Jun 24, 2025
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The Buildings module adds several def mod extensions:
- Facility Extension: At the moment, just allows you to tweak the way some linkables link to each other
- Lootable Building Details: Used by LootableBuilding
- Recipe Inheritance: Allows a building to inherit recipes from another building
- Show Blueprint Extension: showd a building's blueprint when it is in ghost (placement) mode
- Studiable Building Details: Used by StudiableBuilding
- Swappable Building Details: Used by SwappableBuilding
Def Extensions are added to the <modExtensions> tag of the ThingDef of the building you want to add them to.
If you aren't sure if the def ALREADY has an extension (for example, if you think another mod will add their own), always use XPATH (xml patching) to add an extension, as there is already a PatchOperationAddModExtension to ensure they don't collide.
- 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