Modding:Genotypes and Subtypes: Difference between revisions

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* [https://steamcommunity.com/workshop/browse/?appid=333640&requiredtags%5B%5D=Genotype Steam Workshop: Mods with "Genotype" tag]
* [https://steamcommunity.com/workshop/browse/?appid=333640&requiredtags%5B%5D=Genotype Steam Workshop: Mods with "Genotype" tag]
* [https://steamcommunity.com/workshop/browse/?appid=333640&requiredtags%5B%5D=Subtype Steam Workshop: Mods with "Subtype" tag]
* [https://steamcommunity.com/workshop/browse/?appid=333640&requiredtags%5B%5D=Subtype Steam Workshop: Mods with "Subtype" tag]
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Revision as of 02:02, 3 October 2020

This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.
This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Genotypes and subtypes can be created with only some basic XML files. No scripting is required.

Generally you'll want to include a Genotypes.xml, a Subtypes.xml, and a PopulationTables.xml (the latter defines starting gear for your subtypes).

Additional files may be included depending on what exactly you want to do. For instance, you might include custom tiles or custom items defined in an ObjectBlueprints.xml.

Refer to some of the example mods that are available to see how to set them up.