Relic - basarab1504/ReligionMod GitHub Wiki

Info

Relic is required thing to make a religion full complete. The church will not work unless a relic of the corresponding religion is laid on the altar.

Example

  <ThingDef ParentName="ReligionRelic">
  <defName>RelicOfYourReligion</defName>
  <label>Relic of Your Religion</label>
  <description>Description of relic of Your Religion</description>
    <graphicData>
      <texPath>Item/Resource/Relics</texPath>
      <graphicClass>Graphic_Random</graphicClass>      
    </graphicData>    
    <comps>
    	<li Class="Religion.CompProperties_CompRelic">
      		<religionTrait>YourReligionTraitDefName</religionTrait>
  		</li>
    </comps>
    <costStuffCount>200</costStuffCount>   
    <stuffCategories>
      <li>Metallic</li>
      <li>Stony</li>
    </stuffCategories>
  </ThingDef>

Let's start

So basicly there is not much fun with this part. Simply you can add all code from above to your xml and make three changes: change defName of relic, change in CompRelic component and specify the path to your relic texture.

If don't want to make a specific texture you can copy some from original mod folder (Mods/Religion/Textures/Item/Resource/Relics).

But if want to go a little deep:

If you want to add more than one texture of relics and make the randomly maked - use Graphic_Random. If your texture path is something like: "Textures/Item/Resource/Relics/ReligionRelic" then name your images like ReligionRelicA.png, ReligionRelicB.png. But maybe you want only one relic with a specific texture. That's good, let's change Graphic_Random to a Graphic_Single and change the path to the concrete image.

<graphicClass>Graphic_Random</graphicClass>      

Relics are builded on sculptor table and for production its need some stuff count.

<costStuffCount>200</costStuffCount>   

And of course relics are made from stuff. You can change stuff categories from what your relics can be made of:

<stuffCategories>
 <li>Metallic</li>
 <li>Woody</li>
 <li>Stony</li>
</stuffCategories>

And you may even decide disabled stuff:

 <defaultIngredientFilter>
  <categories>
  <li>Root</li>
  </categories>
  <disallowedThingDefs>
  <li>Gold</li>
  <li>Silver</li>
  <li>Plasteel</li>
  <li>Jade</li>
  <li>Uranium</li>
 </disallowedThingDefs>
</defaultIngredientFilter>
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