Modding Tutorials/ThingDef
ThingDef is a def type for making entities, such as buildings and pawns (NPCs).
Buildings
Buildings are static entities. They usually require construction and perform a special function.
Elements
Pawns
Pawns are NPCs.
Items
Items are anything that can be hauled, such as weapons, debris, or resources.
Plants
Plants grow in growing areas, in the landscape, in a hydroponics table, or in a plant pot.
Elements
Filth
Filth is just an image that is overlaid above the floor. It contributes to the "ugly environment" thought in pawns.
Global elements
These elements can be used in all ThingDef types.
Element | Function | Available options |
---|---|---|
category | Designates a category to be used internally. | Building, Pawn, Plant, Item, Filth |
eType | Provides a more specific description of an object. This may be equal to the category's name. | Varies per category |
thingClass | Provides an attachment to an internal class in the code. | Varies per category |
selectable | Specifies whether or not the item can be selected in the atlas. | true, false |
useStandardHealth | Determines whether or not health will be calculated normally. (?) | true, false |
label | User-friendly name of a Thing | String |
textureFolderPath | Specifies location of the textures (root folder is assumed to be Textures) | String |
altitudeLayer | Influences whether pawns can walk through the Thing or must travel around it. | Filth, DoorMoveable, BuildingTall, FloorEmplacement, Waist, Item, LowPlant, Projectile, Floor, PawnState |
flammability | Influences how likely it is for the Thing to catch fire and take damage. | 0 to 1.0 |
maxHealth | Sets the maximum health of the Thing (if applicable). | Any value above 0 |
tickerType | Decides the tick type. | Never, Normal (60 Ticks a second), Rare (1 Tick every 4.17 seconds or 1 tick every 250 normal ticks) |