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Welcome to the Vanilla Expanded Framework wiki!
The Vanilla Expanded Framework is a code library that adds some shared behaviours for several of the Vanilla Expanded series of mods. We have tried to document everything and to make it as modular as possible, so you can use it as a dependency in your own mods and access all these extra behaviours.
Right now, the Vanilla Expanded Framework has all these sub-libraries, which will be explained in detail in this Wiki:
- VFE Core: defines code shared by the Vanilla Factions Expanded series of mods
- Item Processor: defines code for buildings that take 1 to 3 items as input and produce an output
- Multi Verb Combat Framework - MVCF: allows use of attack verbs on races, hediffs, equipment and more
- Animal Behaviours: defines code to add new behaviours to animals
- Genes: defines code to add new behaviours to the genetics system added by the Biotech DLC
- Apparel: defines code handling apparel
- Cuisine: defines code for cooking, brewing, plants and fishing mods
- Furniture: defines code shared by the Vanilla Furniture Expanded series of mods
- Plants: defines code shared by the Vanilla Plants Expanded series of mods
- Custom Structure Generation - KCSG: defines code used to generate custom structures. Can be used to generate quest sites, faction bases, biomes specific structures and world objects.
- PipeSystem: defines code used to create custom pipes net
First of all, you'll need to add the framework as a dependency. You do this by adding this to your mod's about.xml file:
<modDependencies>
<li>
<packageId>OskarPotocki.VanillaFactionsExpanded.Core</packageId>
<displayName>Vanilla Expanded Framework</displayName>
<steamWorkshopUrl>https://steamcommunity.com/workshop/filedetails/?id=2023507013</steamWorkshopUrl>
<downloadUrl>https://github.com/Vanilla-Expanded/VanillaExpandedFramework</downloadUrl>
</li>
</modDependencies>
It is also recommended that you add in Steam this framework mod to your list of Required Items.
Then, you'll need to link the classes you want to use from your mod's XML code. Each class has a different way to use them, so we have divided this wiki into different pages explaining how to use most of them.
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- 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
- Animal Behaviours Basics
-
Animal Behaviours Comp Classes
- Acid Attacks and Acid Immunity
- Animal Resources
- Animal Resources On Caravan
- Apply Hediff When Bound
- Asexual Reproduction
- Auto Nutrition
- Blink
- Build Periodically
- Cause Incident
- Change Def if Not Unique
- Change Weather
- Corpse Decayer
- Destroy This Item
- Die After Period
- Die And Change Into Another Def
- Dig Periodically
- Dig When Hungry
- Disease Event Immunity
- Disease Immunity
- Diseases After Period
- Doesn't flee
- Draftability
- Drop on Death
- Eat Weird Food
- Electrified
- Enrage Other Pawns
- Exploding Hatcher
- Extreme Xenophobia
- Fertilizer
- Filth Producer
- Fixed Gender
- Floating
- Gas Producer
- Give Thoughts On Caravan
- Graphic by Style
- Graphic by Terrain
- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
- Nearby Effecter
- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
- Refueling
- Regeneration
- State After Health Loss
- Summon On Spawn
- Swallow Whole
- Thought Effecter
- Untameable
- Animal Behaviours Hediff Comp Classes
- Animal Behaviours Damage Workers
- Animal Behaviours Def Extensions
- Animal Behaviours Extra Defs
- Animal Behaviours Misc