Custom structure in WorldObjects - AndroidQuazar/VanillaExpandedFramework GitHub Wiki
You can create and add a KCSG.CustomGenOption
mod extension to the modExtensions
tag in your own WorldObjectDef
:
<modExtensions>
<li Class="KCSG.CustomGenOption">
<!-- The exported structures -->
<chooseFromlayouts>
<li>Wiki_Struct1</li>
<li>Wiki_Struct2</li>
<li>...</li>
</chooseFromlayouts>
<!-- The following option will prevent lake/marsh and
patches in general to generate. Use this if you
don't want your settlement to have to use bridges -->
<preventBridgeable>true</preventBridgeable>
<!-- If you want the structure to not be generated in the center,
but in a free of mountain space (will default to center if
no such space exist)-->
<tryFindFreeArea>True</tryFindFreeArea>
<!-- Premade resolver, you can add or remove any of them, and
also add custom ones -->
<symbolResolvers>
<li>kcsg_randomdamage</li>
<li>kcsg_randomfilth</li>
<li>kcsg_randomterrainremoval</li>
<li>kcsg_randomroofremoval</li>
<li>kcsg_randomitemremoval</li>
<li>kcsg_removeperishable</li>
<li>kcsg_destroyrefuelablelightsource</li>
<li>kcsg_scatterstuffaround</li>
</symbolResolvers>
<!-- Only if tou use kcsg_randomfilth -->
<filthTypes>
<li>Filth_Dirt</li>
<li>Filth_Trash</li>
<li>Filth_RubbleBuilding</li>
</filthTypes>
<!-- Only if tou use kcsg_scatterstuffaround-->
<scatterThings>
<li>Gold</li>
<li>Silver</li>
</scatterThings>
<scatterChance>0.02</scatterChance>
</li>
</modExtensions>