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- <?xml version="1.0" encoding="UTF-8"?>
- <!--
- PLEASE MOVE YOUR XML FILE INTO Defs/Policies TO USE IT
- Policies can individually assigned to pawns you have control on. (colonists, pets, prisoners but not visitors caravans or allies).
- They will affect their food selection in various ways:
- - Affects the food score to favor some foods on others. Example: favor simple meals over fine meals for prisoners.
- - Forbids certain food.
- I know customizing policies can be tricky to understand !
- Food categories:
- Ignore : Use this so restricted pawns (prisoners, pets, ascetic or incapacitated colonists) will never be fed with them).
- normaly used for luxuries like chocolate or drugs.
- MealAwful : Anything that gives the "ate awful meal" thought.
- MealSimple : ...
- MealFine : Anything that gives the "ate fine meal" thought.
- MealLavish : Anything that gives the "ate lavish meal" thought.
- Hay : Favorite food of muffalos, after grass. Use if you want your grass eating pets to fetch it first.
- Kibble : Same as above for kibble.
- RawBad : Raw food, giving bad thoughts.
- RawTasty : Raw food NOT givin bad thoughts.
- Plant : All crops or trees. Your pets will never eat them.
- Grass : Favorite food of muffalos, they will always fetch it first. Use only if you have something similar.
- Luxury : Chocolate or typically "NeverForNutrition" food.
- AnimalProduct : ...
- all those bellow should never be used.
- FertEggs
- RawInsect
- RawHuman
- HumanlikeCorpse
- InsectCorpse
- Corpse
- .-->
- <Defs>
- <!--
- Example Policy #1.
- ALL VALUES ARE ON DEFAULT; and thus will have no particular effect unless modified.
- They can be removed if left on their default value.
- -->
- <WM.SmarterFoodSelection.Policy>
- <!-- Unique identifier for the policy. -->
- <defName>SFS_ExamplePolicy01</defName>
- <!-- Policy name show in-game. -->
- <label>Example policy #1</label>
- <!-- If false, the policy will not take care of the mood impact. ("Ate raw food", "Ate awful meal", "Ate lavish meal"...) -->
- <moodEffectMatters>true</moodEffectMatters>
- <!-- Multiplier for the mood effect factor when the food is ingested. -->
- <moodEffectFactor>1</moodEffectFactor>
- <!-- Not implemented yet -->
- <costFactorMultiplier>1</costFactorMultiplier>
- <!-- Allows categories of food not listed in the policy's diet bellow. Unlisted foods will then get the worst score malus. -->
- <allowUnlisted>false</allowUnlisted>
- <!--
- The diet is the list of all food categories allowed by the policy and their preference order, from the best to the worst.
- In this example MealLavish, MealFine, MealSimple and MealAwful are at the same level BUT non ascetic colonists will still prefer lavish meals because of the mood factor (see above).
- For a complete list of categories, scroll upward.
- -->
- <diet>MealLavish=MealFine=MealSimple=MealAwful / RawTasty / Kibble / RawBad=RawInsect=RawHuman/Corpse=InsectCorpse/HumanlikeCorpse</diet>
- <!--
- The most tricky part.
- This defines to what pawns a policy can to be assigned.
- -->
- <conditions>
- <!-- <li>default:colonist</li> --> <!-- This will allow to assign the policy to any colonists and make this policy the default one for them. -->
- <li>prisoner/appealedprisoner</li> <!-- This will allow to assign the policy to prisoners you are trying to recruit. -->
- <li>ascetic</li> <!-- This will allow to assign the policy to ALL ascetic humans (prisoners or not). -->
- <li>ascetic/cannibal/incapacitated</li> <!-- This will allow to assign the policy to ALL HUMANS who are all at once, ascetic, cannibal and incapacitated. Let's say there is a purpose in this ! -->
- </conditions>
- <!-- ================= Uncommon parameters. ================= -->
- <!-- If true, pawns assigned to this policy will have their vanilla behavior. Discards all other parameters. -->
- <unrestricted>false</unrestricted>
- <!-- Every point loss for every square between your pawn and a food source. Vanilla default is 1, mod default is 0.8 -->
- <distanceFactor>0.8</distanceFactor>
- <!-- Food offset in the Def of a food. I see no particular reason to set this to false... -->
- <optimalityOffsetMatters>true</optimalityOffsetMatters>
- </WM.SmarterFoodSelection.Policy>
- </Defs>
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