MayRequire
MayRequire
is an XML attribute introduced alongside the Royalty DLC that allows for easy conditional loading of XML content. MayRequire
makes it easier to load content that is optionally dependent on DLCs or other mods.
Details
MayRequire
is inserted as an XML attribute in a supported XML node with a value being one or more packageId
values separated by commas.
The packageId
for official DLCs are:
- Royalty:
Ludeon.RimWorld.Royalty
- Ideology:
Ludeon.RimWorld.Ideology
- Biotech:
Ludeon.RimWorld.Biotech
The packageId
for mods can be found in their About.xml file.
MayRequireAnyOf
By default, MayRequire
will only allow the use of that node if all of the DLCs or mods it designates are loaded. If you instead want to load the specified node if any of the specified DLCs or mods are loaded, you can use MayRequireAnyOf
instead.
List Entries
MayRequire
can be on any li
node to only load that entry if the specified DLC or mod is loaded:
XML Example | Description |
---|---|
<ThingDef ParentName="BasePawn"> <defName>Human</defName> <label>human</label> <!-- irrelevant nodes omitted --> <recipes> <li>ExciseCarcinoma</li> <li>AdministerMechSerumHealer</li> <li>RemoveBodyPart</li> <li>Euthanize</li> <li>Anesthetize</li> <li>CureScaria</li> <li MayRequire="Ludeon.RimWorld.Biotech">Vasectomy</li> <li MayRequire="Ludeon.RimWorld.Biotech">ReverseVasectomy</li> <li MayRequire="Ludeon.RimWorld.Biotech">TubalLigation</li> <li MayRequire="Ludeon.RimWorld.Biotech">ExtractOvum</li> <li MayRequire="Ludeon.RimWorld.Royalty">CureBloodRot</li> <li MayRequire="Ludeon.RimWorld.Royalty">CureAbasia</li> <li MayRequire="Ludeon.RimWorld.Biotech">ExtractHemogenPack</li> <li MayRequire="Ludeon.RimWorld.Biotech">BloodTransfusion</li> <li MayRequire="Ludeon.RimWorld.Biotech">ImplantXenogerm</li> <li MayRequire="Ludeon.RimWorld.Biotech">ImplantIUD</li> <li MayRequire="Ludeon.RimWorld.Biotech">RemoveIUD</li> <li MayRequire="Ludeon.RimWorld.Biotech">TerminatePregnancy</li> </recipes> <!-- irrelevant nodes omitted --> </ThingDef> |
|
<SurgeryOutcomeEffectDef Name="SurgeryOutcomeBase"> <defName>SurgeryOutcomeBase</defName> <outcomes> <li Class="SurgeryOutcomeSuccess" /> <!-- irrelevant nodes omitted --> <li Class="SurgeryOutcome_FailureWithHediff" MayRequire="Ludeon.RimWorld.Biotech"> <chance>0.03</chance> <failedHediff>Sterilized</failedHediff> <applyToRecipes> <li MayRequire="Ludeon.RimWorld.Biotech">ImplantIUD</li> <li MayRequire="Ludeon.RimWorld.Biotech">RemoveIUD</li> </applyToRecipes> <failure>true</failure> <totalDamage>10</totalDamage> <applyEffectsToPart>true</applyEffectsToPart> <letterLabel>Surgery failed on {PATIENT_labelShort}: Sterilized</letterLabel> <letterText>{SURGEON_labelShort} has failed while operating on {PATIENT_labelShort} ({RECIPE_label}), leaving {PATIENT_objective} sterile.</letterText> </li> <!-- irrelevant nodes omitted --> </outcomes> <!-- irrelevant nodes omitted --> </SurgeryOutcomeEffectDef> |
Note that the use of |
<AlienRace.ThingDef_AlienRace Name="ARR_RaceBase" ParentName="HumanRace" Abstract="True"> <!-- irrelevant nodes omitted --> <comps> <li Class="ARimReborn.CompProperties_ClassUser" MayRequire="Aelanna.ARimReborn.ClassesAndJobs" /> </comps> <inspectorTabs> <li MayRequire="Aelanna.ARimReborn.ClassesAndJobs">ARimReborn.ITab_Pawn_Classes</li> </inspectorTabs> </AlienRace.ThingDef_AlienRace> |
In this modded example, both a ThingComp and an inspector tab are only added if a specific sub-mod is loaded. |
<Operation Class="PatchOperationSequence"> <operations> <li Class="PatchOperationAdd" MayRequire="Ludeon.Rimworld.Biotech"> <!-- Only runs if Biotech is active --> <xpath>Defs/ThingDef[defName="MechGestator"]/recipes<xpath> <value> <li>MyCustomMech</li> </value> </li> <li Class="PatchOperationAdd" MayRequire="MyProject.OtherModPackageId"><!-- Only runs if the specific mod is active --> <xpath>Defs/ThingDef[defName="OtherModWorkbench"]/recipes</xpath> <value> <li>MyCustomResource</li> </value> </li> </operations> </Operation> |
Warning: PatchOperationSequence can obfuscate errors, so it is strongly recommended that you individually test patches first before you place them in a sequence. Please see PatchOperations for more information. |
Stat Blocks
MayRequire
can be used by any StatModifier
list, which includes all statBases
, statOffsets
, statFactors
, and equippedStatOffsets
nodes:
XML | Description |
---|---|
<ThingDef ParentName="ApparelMakeableBase"> <defName>Apparel_Duster</defName> <!-- irrelevant tags omitted --> <equippedStatOffsets> <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.05</SlaveSuppressionOffset> </equippedStatOffsets> <!-- irrelevant tags omitted --> </ThingDef> |
|
<ThingDef Name="TorchLamp" ParentName="BuildingBase"> <defName>TorchLamp</defName> <label>torch lamp</label> <!-- irrelevant nodes omitted --> <statBases> <MaxHitPoints>75</MaxHitPoints> <WorkToBuild>100</WorkToBuild> <Flammability>0</Flammability> <MeditationFocusStrength>0.0</MeditationFocusStrength> <StyleDominance MayRequire="Ludeon.RimWorld.Ideology">5</StyleDominance> </statBases> <!-- irrelevant nodes omitted --> </ThingDef> |
|
Optional Defs
MayRequire
can be used to conditionally load entire Defs. This is far easier to use than the prior option of using PatchOperations to inject new Defs.
XML | Description |
---|---|
<ThingDef MayRequire="Ludeon.RimWorld.Ideology" ParentName="Brazier"> <defName>DarklightBrazier</defName> <label>darklight brazier</label> <description>A specially treated brazier that illuminates its surroundings with darklight and creates heat. These satisfy royal brazier requirements.</description> <!-- irrelevant content omitted --> </ThingDef> |
|
<StatDef ParentName="MeditationFocusBase" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <defName>MeditationFocusGain</defName> <label>meditation psyfocus gain</label> <!-- irrelevant content omitted --> </StatDef> |
|
<ThingDef ParentName="ApparelMakeableBase" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <defName>Apparel_Cape</defName> <label>cape</label> <!-- irrelevant content omitted --> </ThingDef> |
|
Miscellaneous
The following are specific, non-standard usages of MayRequire
. Some of these are technically lists with special parsing, some are fields that were coded specifically to accept the MayRequire
attribute.
XML | Description |
---|---|
<BiomeDef> <defName>TemperateForest</defName> <wildPlants> <Plant_Grass>5.0</Plant_Grass> <Plant_GrayGrass MayRequire="Ludeon.RimWorld.Biotech">2</Plant_GrayGrass> <Plant_TallGrass>2.0</Plant_TallGrass> <Plant_Brambles>1.0</Plant_Brambles> <Plant_Ripthorn MayRequire="Ludeon.RimWorld.Biotech">0.8</Plant_Ripthorn> <!-- many entries omitted --> </wildPlants> <pollutionWildAnimals MayRequire="Ludeon.RimWorld.Biotech"> <Toxalope MayRequire="Ludeon.RimWorld.Biotech">0.4</Toxalope> <WasteRat MayRequire="Ludeon.RimWorld.Biotech">0.1</WasteRat> <!-- many entries omitted --> </pollutionWildAnimals> <!-- irrelevant nodes omitted --> </BiomeDef> |
|
<FactionDef ParentName="FactionBase"> <defName>Mechanoid</defName> <label>mechanoid hive</label> <pawnGroupMakers> <li> <!-- All types--> <kindDef>Combat</kindDef> <commonality>100</commonality> <options> <Mech_Scyther>10</Mech_Scyther> <Mech_Pikeman>10</Mech_Pikeman> <Mech_Lancer>10</Mech_Lancer> <Mech_CentipedeBlaster>10</Mech_CentipedeBlaster> <Mech_Militor MayRequire="Ludeon.RimWorld.Biotech">20</Mech_Militor> <Mech_Centurion MayRequire="Ludeon.RimWorld.Biotech">2</Mech_Centurion> <Mech_Warqueen MayRequire="Ludeon.RimWorld.Biotech">1</Mech_Warqueen> <Mech_Apocriton MayRequire="Ludeon.RimWorld.Biotech">1</Mech_Apocriton> </options> </li> <!-- many other nodes omitted --> </pawnGroupMakers> <!-- many other nodes omitted --> </FactionDef> |
|
<FactionDef ParentName="FactionBase" Name="OutlanderFactionBase" Abstract="True"> <disallowedMemes> <li MayRequire="Ludeon.RimWorld.Ideology">Structure_Animist</li> <li MayRequire="Ludeon.RimWorld.Ideology">Nudism</li> <li MayRequire="Ludeon.RimWorld.Ideology">Blindsight</li> </disallowedMemes> <structureMemeWeights> <Structure_TheistEmbodied MayRequire="Ludeon.RimWorld.Ideology">1</Structure_TheistEmbodied> <Structure_TheistAbstract MayRequire="Ludeon.RimWorld.Ideology">2</Structure_TheistAbstract> <Structure_Ideological MayRequire="Ludeon.RimWorld.Ideology">1</Structure_Ideological> <Structure_Archist MayRequire="Ludeon.RimWorld.Ideology">1</Structure_Archist> <Structure_OriginChristian MayRequire="Ludeon.RimWorld.Ideology">1</Structure_OriginChristian> <Structure_OriginIslamic MayRequire="Ludeon.RimWorld.Ideology">1</Structure_OriginIslamic> <Structure_OriginHindu MayRequire="Ludeon.RimWorld.Ideology">1</Structure_OriginHindu> <Structure_OriginBuddhist MayRequire="Ludeon.RimWorld.Ideology">1</Structure_OriginBuddhist> </structureMemeWeights> <!-- many nodes omitted --> </FactionDef> |
|
<FactionDef ParentName="FactionBase" Name="OutlanderFactionBase" Abstract="True"> <xenotypeSet> <xenotypeChances> <Hussar MayRequire="Ludeon.RimWorld.Biotech">0.05</Hussar> <Dirtmole MayRequire="Ludeon.RimWorld.Biotech">0.05</Dirtmole> <Genie MayRequire="Ludeon.RimWorld.Biotech">0.025</Genie> <Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0.025</Neanderthal> </xenotypeChances> </xenotypeSet> <!-- many nodes omitted --> </FactionDef> |
|
<PawnKindDef Abstract="True" Name="BasePlayerPawnKind"> <race>Human</race> <apparelIgnorePollution MayRequire="Ludeon.RimWorld.Biotech">true</apparelIgnorePollution> <!-- many nodes omitted --> </PawnKindDef> |
|
<LifeStageDef ParentName="HumanlikeAdolescent"> <defName>HumanlikeBaby</defName> <label>baby</label> <thinkTreeMainOverride MayRequire="Ludeon.RimWorld.Biotech">HumanlikeBaby</thinkTreeMainOverride> <thinkTreeConstantOverride MayRequire="Ludeon.RimWorld.Biotech">HumanlikeBabyConstant</thinkTreeConstantOverride> <!-- many nodes omitted --> </LifeStageDef> <LifeStageDef Name="LifeStageHumanlikeChild" ParentName="HumanlikeAdolescent"> <defName>HumanlikeChild</defName> <label>child</label> <workerClass MayRequire="Ludeon.RimWorld.Biotech">LifeStageWorker_HumanlikeChild</workerClass> <!-- many nodes omitted --> </LifeStageDef> |
|