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LootableBuilding_Custom
juanosarg edited this page Jun 24, 2025
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4 revisions
LootableBuilding_Custom creates lootable buildings that don't use base game IOpenable interface, so you can specify gizmos, descriptions for such, etc
First of all, the thingClass of the building needs to be:
<thingClass>VEF.Buildings.LootableBuilding_Custom</thingClass>Secondly, you need a mod extension that tells the main class what to pop up when the building is opened. This mod extension is LootableBuildingDetails, which is the same as VEF.Buildings.LootableBuilding
public bool randomFromContents = false;
public IntRange totalRandomLoops = new IntRange(1, 1);
public List<ThingAndCount> contents = null;
public ThingDef buildingLeft = null;
public SoundDef deconstructSound = null;
public string gizmoTexture;
public string gizmoText;
public string gizmoDesc;
public string cancelLootingGizmoTexture;
public string cancelLootinggizmoText;
public string cancelLootinggizmoDesc;
public string requiredMod = "";
public string overlayTexture;ThingAndCount is a container class:
public class ThingAndCount
{
public ThingDef thing;
public int count = 1;
}These are the chunks in Vanilla Quests Expanded - Cryptoforge:
<modExtensions>
<li Class="VEF.Buildings.LootableBuildingDetails">
<contents>
<li>
<thing>Steel</thing>
<count>15</count>
</li>
</contents>
<deconstructSound>Building_Deconstructed</deconstructSound>
<gizmoText>VQE_Scavenge</gizmoText>
<gizmoTexture>UI/ScavengeJunk_Gizmo</gizmoTexture>
<gizmoDesc>VQE_ScavengeDesc</gizmoDesc>
<cancelLootinggizmoDesc>VQE_CancelScavengeDesc</cancelLootinggizmoDesc>
<cancelLootinggizmoText>VQE_CancelScavenge</cancelLootinggizmoText>
<cancelLootingGizmoTexture>UI/Designators/Cancel</cancelLootingGizmoTexture>
</li>
</modExtensions>- 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