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 |
---|---|
<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 |
<DesignationCategoryDef> <defName>Zone</defName> <label>zone</label> <order>800</order> <specialDesignatorClasses> <li>Designator_Cancel</li> <li>Designator_Deconstruct</li> <li>Designator_ZoneAddStockpile_Resources</li> <li>Designator_ZoneAddStockpile_Dumping</li> <li>Designator_ZoneAdd_Growing</li> <li>Designator_ZoneDelete</li> <li>Designator_AreaHomeExpand</li> <li>Designator_AreaHomeClear</li> <li>Designator_AreaAllowedExpand</li> <li>Designator_AreaAllowedClear</li> <li>Designator_AreaBuildRoof</li> <li>Designator_AreaNoRoof</li> <li>Designator_AreaIgnoreRoof</li> <li>Designator_AreaSnowClearExpand</li> <li>Designator_AreaSnowClearClear</li> <li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearExpand</li> <li MayRequire="Ludeon.RimWorld.Biotech">Designator_AreaPollutionClearClear</li> </specialDesignatorClasses> </DesignationCategoryDef> |
|
<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. |
Def References
MayRequire
can be used on any field that references Defs by their defName
, including single fields, lists, and special parsed lists such as stat blocks and item count lists.
Note: When used in direct references or in a list of direct references, Def references have a special behavior in that MayRequire
only serves to suppress cross-resolution errors if the targeted DLC or mod is not loaded. If RimWorld finds the targeted Def, it will be loaded into the list regardless of whether the specified DLC or mod is loaded or not. This does not apply to special parsed lists (see below).
XML Example | Description |
---|---|
<LifeStageDef ParentName="HumanlikeAdolescent"> <defName>HumanlikeBaby</defName> <label>baby</label> <!-- irrelevant nodes omitted --> <thinkTreeMainOverride MayRequire="Ludeon.RimWorld.Biotech">HumanlikeBaby</thinkTreeMainOverride> <thinkTreeConstantOverride MayRequire="Ludeon.RimWorld.Biotech">HumanlikeBabyConstant</thinkTreeConstantOverride> <!-- irrelevant nodes omitted --> </LifeStageDef> |
|
<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> |
|
<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> |
|
<ThingDef ParentName="ApparelMakeableBase"> <defName>Apparel_Duster</defName> <!-- irrelevant tags omitted --> <equippedStatOffsets> <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.05</SlaveSuppressionOffset> </equippedStatOffsets> <!-- irrelevant tags omitted --> </ThingDef> |
|
<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> |
|
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
from official content XML:
XML | Description |
---|---|
<PawnKindDef Abstract="True" Name="BasePlayerPawnKind"> <race>Human</race> <apparelIgnorePollution MayRequire="Ludeon.RimWorld.Biotech">true</apparelIgnorePollution> <!-- many nodes omitted --> </PawnKindDef> |
NOTE: Analysis of game code seems to indicate that this particular use of |
<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> |
NOTE: Analysis of game code seems to indicate that the latter use of |
Exceptions
MayRequire
does NOT work on top-level XML nodes that are notDef
s. This means thatOperation
tags cannot useMayRequire
, though as previous indicated,PatchOperationSequence
lists can. Again, this is not recommended becausePatchOperationSequence
can obfuscate errors.