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TileMutatorWorker_PlantsWithCommonality
juanosarg edited this page May 30, 2026
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TileMutatorWorker_PlantsWithCommonality allows you to add a worker to a tile mutator that spawns plants weighted by a commonality value
If you don't also define a TileMutatorExtension this worker does nothing and probably spews errors. TileMutatorExtension requires an optional feature to be toggled, learn how here: OptionalFeatures
Tile mutator workers are added to the <workerClass> tag of the TileMutatorDef you want to add them to.
For example, on Vanilla Landmarks Expanded's "wild cereals" tile mutator:
<workerClass>VEF.Maps.TileMutatorWorker_PlantsWithCommonality</workerClass>And then:
<modExtensions>
<li Class="VEF.Maps.TileMutatorExtension">
<plantDefsWithCommonality>
<li>
<plantDef>VCE_Buckwheat</plantDef>
<commonality>0.25</commonality>
</li>
<li MayRequire="VanillaExpanded.VCookE">
<plantDef>VCE_Barley</plantDef>
<commonality>0.25</commonality>
</li>
<li MayRequire="VanillaExpanded.VCookE">
<plantDef>VCE_Sorghum</plantDef>
<commonality>0.25</commonality>
</li>
<li MayRequire="VanillaExpanded.VCookE">
<plantDef>VCE_Oats</plantDef>
<commonality>0.25</commonality>
</li>
</plantDefsWithCommonality>
</li>
</modExtensions>- Abilities
- Animal Behaviours
- Apparels
- Buildings
- Cooking
- Factions
- Genes
- Global
- Graphics
- Hediffs
- Maps
- Memes
- OptionalFeatures
- Pawns
- Planet
- Plants
- Storyteller
- Things
- Weapons
- Weathers
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Advanced Resource Processor
- Update to KCSG 2.0
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions