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Gene Classes
juanosarg edited this page Jun 24, 2025
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We add three simple gene classes:
- Gene_Ghoul, the gene will only be active if the carrier is a ghoul
- Gene_Shambler, the gene will only be active if the carrier is a shambler
- GeneGendered, the gene will only be active if the carrier is male or female, specified using the
<forGenderOnly>tag in GeneExtension
You add these to the <geneClass> tag of a GeneDef, for example:
<geneClass>VEF.Genes.Gene_Shambler</geneClass>- 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