Advertisement
Guest User

Untitled

a guest
Mar 28th, 2017
4,696
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
XML 4.28 KB | None | 0 0
  1. <?xml version="1.0" encoding="UTF-8"?>
  2. <!--
  3.     PLEASE MOVE YOUR XML FILE INTO Defs/Policies TO USE IT
  4.  
  5.     Policies can individually assigned to pawns you have control on. (colonists, pets, prisoners but not visitors caravans or allies).
  6.     They will affect their food selection in various ways:
  7.     - Affects the food score to favor some foods on others. Example: favor simple meals over fine meals for prisoners.
  8.     - Forbids certain food.
  9.  
  10.     I know customizing policies can be tricky to understand !
  11.  
  12.     Food categories:
  13.  
  14.     Ignore          : Use this so restricted pawns (prisoners, pets, ascetic or incapacitated colonists) will never be fed with them).
  15.                         normaly used for luxuries like chocolate or drugs.
  16.                        
  17.     MealAwful       : Anything that gives the "ate awful meal" thought.
  18.     MealSimple      : ...
  19.     MealFine        : Anything that gives the "ate fine meal" thought.
  20.     MealLavish      : Anything that gives the "ate lavish meal" thought.
  21.    
  22.     Hay             : Favorite food of muffalos, after grass. Use if you want your grass eating pets to fetch it first.
  23.     Kibble          : Same as above for kibble.
  24.    
  25.     RawBad          : Raw food, giving bad thoughts.
  26.     RawTasty        : Raw food NOT givin bad thoughts.
  27.    
  28.     Plant           : All crops or trees. Your pets will never eat them.
  29.     Grass           : Favorite food of muffalos, they will always fetch it first. Use only if you have something similar.
  30.     Luxury          : Chocolate or typically "NeverForNutrition" food.
  31.     AnimalProduct   : ...
  32.  
  33.     all those bellow should never be used.
  34.    
  35.     FertEggs   
  36.     RawInsect
  37.     RawHuman
  38.     HumanlikeCorpse
  39.     InsectCorpse
  40.     Corpse
  41. .-->
  42.  
  43. <Defs>
  44.     <!--   
  45.         Example Policy #1.
  46.         ALL VALUES ARE ON DEFAULT; and thus will have no particular effect unless modified.
  47.         They can be removed if left on their default value.
  48.     -->
  49.     <WM.SmarterFoodSelection.Policy>
  50.        
  51.         <!-- Unique identifier for the policy. -->
  52.         <defName>SFS_ExamplePolicy01</defName>
  53.  
  54.         <!-- Policy name show in-game. -->
  55.         <label>Example policy #1</label>
  56.        
  57.         <!-- If false, the policy will not take care of the mood impact. ("Ate raw food", "Ate awful meal", "Ate lavish meal"...) -->
  58.         <moodEffectMatters>true</moodEffectMatters>
  59.        
  60.         <!-- Multiplier for the mood effect factor when the food is ingested. -->
  61.         <moodEffectFactor>1</moodEffectFactor>
  62.  
  63.         <!-- Not implemented yet -->
  64.         <costFactorMultiplier>1</costFactorMultiplier>
  65.        
  66.         <!-- Allows categories of food not listed in the policy's diet bellow. Unlisted foods will then get the worst score malus. -->
  67.         <allowUnlisted>false</allowUnlisted>
  68.  
  69.         <!--
  70.             The diet is the list of all food categories allowed by the policy and their preference order, from the best to the worst.
  71.             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).
  72.             For a complete list of categories, scroll upward.
  73.         -->
  74.         <diet>MealLavish=MealFine=MealSimple=MealAwful / RawTasty / Kibble / RawBad=RawInsect=RawHuman/Corpse=InsectCorpse/HumanlikeCorpse</diet>
  75.        
  76.         <!--
  77.             The most tricky part.
  78.             This defines to what pawns a policy can to be assigned.
  79.         -->
  80.         <conditions>
  81.             <!-- <li>default:colonist</li> -->          <!-- This will allow to assign the policy to any colonists and make this policy the default one for them. -->
  82.             <li>prisoner/appealedprisoner</li>          <!-- This will allow to assign the policy to prisoners you are trying to recruit. -->
  83.             <li>ascetic</li>                            <!-- This will allow to assign the policy to ALL ascetic humans (prisoners or not). -->
  84.             <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 ! -->
  85.         </conditions>
  86.  
  87.         <!-- ================= Uncommon parameters. ================= -->
  88.        
  89.         <!-- If true, pawns assigned to this policy will have their vanilla behavior. Discards all other parameters. -->
  90.         <unrestricted>false</unrestricted>
  91.  
  92.         <!-- Every point loss for every square between your pawn and a food source. Vanilla default is 1, mod default is 0.8 -->
  93.         <distanceFactor>0.8</distanceFactor>
  94.        
  95.         <!-- Food offset in the Def of a food. I see no particular reason to set this to false... -->
  96.         <optimalityOffsetMatters>true</optimalityOffsetMatters>
  97.  
  98.        
  99.     </WM.SmarterFoodSelection.Policy>
  100. </Defs>
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement