-
Notifications
You must be signed in to change notification settings - Fork 59
Random Outcome
juanosarg edited this page Jul 16, 2025
·
1 revision
CompProperties_RandomOutcomeComp makes a weapon turn into other weapons when created. It is used by lasers in Vanilla Weapons Expanded - Laser so the salvaged laser weapon recipe produces random results
public List<string> canProvideTags = new List<string>();It is a comp class, so you just add it in XML in the <comps> tag of the ThingDef. For example, for lasers:
<comps>
<li Class="VEF.Things.CompProperties_RandomOutcomeComp">
<canProvideTags>
<li>SalvagedLaserGun</li>
</canProvideTags>
</li>
</comps>SalvagedLaserGun (in this case) needs to be on the weaponTags of the weapons you want to be produced.
We will probably make this a bit more generic in the future...
- 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