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Dig Periodically
juanosarg edited this page Jun 24, 2025
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8 revisions
CompDigPeriodically allows an animal to dig in the ground for a given resource
//A comp class that just makes an animal dig a resource every ticksToDig ticks
public List<string> customThingToDig = null;
public List<int> customAmountToDig = null;
public int ticksToDig = 60000;
public bool onlyWhenTamed = false;
//Should items be spawned forbidden?
public bool spawnForbidden = false;
//Dig biome rocks. Animal will only dig rocks found on this biome, ignoring customThingToDig
public bool digBiomeRocks = false;
//If digBiomeRocks is true, do we also go further and turn those into bricks?
public bool digBiomeBricks = false;
public int customAmountToDigIfRocksOrBricks = 1;
//Is the result a corpse? If so, spawn a pawn, and kill it
public bool resultIsCorpse = false;
//Flag to only dig if the terrain is polluted
public bool onlyDigIfPolluted = false;It is a comp class, so you just add it in XML in the <comps> tag. For example, this allows Gigawigs in Vanilla Factions Expanded - Insectoids to dig around for mineral resources once a day:
<comps>
<li Class="VEF.AnimalBehaviours.CompProperties_DigPeriodically">
<customThingToDig>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>ChunkMarble</li>
<li>ChunkSandstone</li>
<li>ChunkGranite</li>
<li>ChunkLimestone</li>
<li>ChunkSlate</li>
<li>Steel</li>
<li>Steel</li>
<li>Jade</li>
<li>Gold</li>
<li>Plasteel</li>
<li>Silver</li>
</customThingToDig>
<customAmountToDig>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>25</li>
<li>25</li>
<li>10</li>
<li>10</li>
<li>10</li>
<li>10</li>
</customAmountToDig>
<ticksToDig>60000</ticksToDig>
</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