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Buildings Basics
juanosarg edited this page Jun 4, 2026
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The buildings module includes code that affects, well... Buildings!
- Buildings Classes, several classes to give certain behaviours to buildings
- Buildings Comp Classes, several comp classes to give certain behaviours to buildings
- Buildings Def Classes, several new defs for buildings
- Buildings Def Mod Extensions, several def extensions for buildings
- Buildings PlaceWorkers, several classes that specify where and how buildings can be placed
- Buildings Thought Classes, several classes that add different Thoughts to pawns
Most of the code in this module is structured in comp classes, so you just add them in XML in the tag. Examples are provided in each section.
Inside the framework, the namespace to access all the Buildings classes is "VEF.Buildings"
- Abilities
- 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