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Things Basics
juanosarg edited this page Jul 16, 2025
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The Things module includes code that modifies base game things behaviours. In the game, a thing is anything that can be hauled. Food, armors, weapons, leathers, etc. In this sense, there is an obvious overlap with other modules in the Framework, so we have tried to keep these classes as general as possible:
- Things Def Extensions, def extensions to give certain behaviours to things
- Things Comps, comps to give certain behaviours to things
Depends on the code. Examples are provided in each section.
Inside the framework, the namespace to access all the Things classes is "VEF.Things"
- 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
