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DeathActionWorker_DivideAndCreateFilth
juanosarg edited this page May 29, 2026
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1 revision
DeathActionWorker_DivideAndCreateFilth is like Anomaly's class that causes a Trispike to divide into 3 Fingerspikes when defeated, only configurable:
public List<PawnKindDef> dividePawnKindOptions = new List<PawnKindDef>();
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_DivideAndCreateFilth">
<dividePawnKindOptions>
<li>VGE_Exoworm</li>
<li>VGE_Exoworm</li>
<li>VGE_Exoworm</li>
</dividePawnKindOptions>
<filthCreated>Filth_BloodInsect</filthCreated>
<filthCountRange>5~10</filthCountRange>
<sound>Hive_Spawn</sound>
</deathAction>- Abilities
- Aesthetic scaling
- 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