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Cooking Basics
juanosarg edited this page Jun 24, 2025
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Most of the code in the cuisine mods (Cooking, Brewing, Plants and Fishing) is very specific to the mods, so we haven't included it in the framework, but there are a bunch of things that we think could be useful for other people:
- Cooking Comp Classes, several classes that can be accessed through XML to give certain behaviours to items
- Cooking Def Mod Extensions, def extensions that can be accessed through XML to give certain behaviours to items
- Hediff causing Thought, a system to make ingredients produce a thought, and then that thought immediately cause a hediff in the pawn
- Hediff while having Thought, a Hediff comp class that checks the pawn every 10 seconds to see if it has a Thought, and when the Thought ends, destroys the Hediff
- Cooking Graphic Classes: custom graphic classes for different purposes
- Cooking Ingredient Value Getters: classes to inform the game how much of each item is needed on a recipe
Most of the code in this module is structured in comp classes, so you just add them in XML in the <comps> tag. Examples are provided in each section.
Inside the framework, the namespace to access all the Cuisine classes is "VEF.Cooking"
- 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
