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Weapons Basics
juanosarg edited this page Jun 4, 2026
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The Weapons module includes code that modifies the behaviour of weapons. This includes projectiles and turrets.
- Projectiles, new projectile classes
- Weapon Damage Workers, new damage workers
- Weapon Def Extensions, def extensions to give certain behaviours to things
- Weapon Extra Defs, new defs related to weapons
- Weapon Comps, comps to give certain behaviours to weapons
- Weapon Verbs, new verb classes
Depends on the code. Examples are provided in each section.
Inside the framework, the namespace to access all the Weapons classes is "VEF.Weapons"
- 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