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DeathActionWorker_SpawnItemsAndFilth
juanosarg edited this page May 29, 2026
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DeathActionWorker_SpawnItemsAndFilth is the same as the old CompDropOnDeath we had, but using DeathActionProperties, which didn't exist in the game prior to Anomaly:
public float dropChance = 1f;
public bool isRandom = false;
public List<ThingDefCountClass> items = new List<ThingDefCountClass>();
public ThingDef filthCreated;
public IntRange filthCountRange;
public SoundDef sound;Under the race tag of the ThingDef of an animal, you add:
<deathAction Class="VEF.AnimalBehaviours.DeathActionProperties_SpawnItemsAndFilth">
<items>
<InsectJelly>45</InsectJelly>
</items>
<filthCreated>Filth_Slime</filthCreated>
<filthCountRange>5~10</filthCountRange>
<sound>Hive_Spawn</sound>
</deathAction>- 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