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Maps
juanosarg edited this page Jun 24, 2025
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The Maps module includes code that modifies the way maps and biomes work
- Active Terrains, by default, terrains in RimWorld don't tick, this system changes that
- Maps Def Classes, new defs for maps
Most of the code in this module is structured in comp classes, so you just add them in XML in the tag. Examples are provided in each section.
Inside the framework, the namespace to access all the Buildings classes is "VEF.Maps"
- 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
