Customizing symbols - AndroidQuazar/VanillaExpandedFramework GitHub Wiki
Let's say you exported a building with cryptosleep caskets. By default, they will be filled with a random pawn. If you want, you can create a new custom SymbolDef
and customize the content of the casket. Then add it to the layout (search and replace make it easy!).
If you're planning to use a building which can contain pawn, you may need to create a custom symbol. For example:
<KCSG.SymbolDef>
<defName>Wiki_MyCasket_West</defName>
<thing>CryptosleepCasket</thing>
<rotation>West</rotation>
<!-- All the possible pawnKindDefs -->
<containPawnKindAnyOf>
<li>pawn1</li>
<li>pawn2</li>
</containPawnKindAnyOf>
<!-- If the map faction is Player, those pawnkinds are used -->
<containPawnKindForPlayerAnyOf>
<li>pawnforPlayer1</li>
<li>pawnforPlayer2</li>
</containPawnKindForPlayerAnyOf>
<!-- 1 if pawn should always spawn inside -->
<chanceToContainPawn>0.1</chanceToContainPawn>
<!-- Pawn is spawned part of it's parent faction -->
<spawnPartOfFaction>true</spawnPartOfFaction>
</KCSG.SymbolDef>
<KCSG.SymbolDef>
<defName>Wiki_MyCrate_North</defName>
<thing>AncientHermeticCrate</thing>
<rotation>North</rotation>
<!-- Can be any thingSetMakerDef -->
<thingSetMakerDef>MapGen_AncientComplex_SecurityCrate</thingSetMakerDef>
<!-- Same thing as above, used when the map faction is Player -->
<thingSetMakerDefForPlayer>...</thingSetMakerDefForPlayer>
<!-- default is 1, will not spawn stack bigger than the item maxStackSize -->
<crateStackMultiplier>5</crateStackMultiplier>
</KCSG.SymbolDef>
<KCSG.SymbolDef>
<defName>PawnSymbol</defName>
<pawnKindDef>Drifter</pawnKindDef>
<!-- Default:false -->
<isSlave>false</isSlave>
<!-- To spawn part of map faction Default:true -->
<spawnPartOfFaction>false</spawnPartOfFaction>
<!-- Null for wild pawn, or map faction if spawnPartOfFaction is true -->
<faction>OutlanderRough</faction>
<numberToSpawn>1</numberToSpawn>
<!-- Default:false -->
<spawnDead>false</spawnDead>
<!-- Default:false -->
<spawnRotten>false</spawnRotten>
<!-- Default:false -->
<spawnFilthAround>false</spawnFilthAround>
<!-- Default:false -->
<defendSpawnPoint>true</defendSpawnPoint>
</KCSG.SymbolDef>