Modding:Giving Creatures Inventory Items: Difference between revisions
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imported>CaptainTechnicality54384 (Created page with "Category:Modding == Preset Inventory == Add an inventoryobject to the object <inventoryobject Blueprint="Lives1"></inventoryobject> == Random Inventory == The best mode...") |
imported>CaptainTechnicality54384 No edit summary |
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Add an inventoryobject to the object | Add an inventoryobject to the object | ||
<syntaxhighlight lang="xml"> | |||
<inventoryobject Blueprint="Lives1"></inventoryobject> | <inventoryobject Blueprint="Lives1"></inventoryobject> | ||
</syntaxhighlight> | |||
== Random Inventory == | == Random Inventory == | ||
The best modern way is to add a tag: | The best modern way is to add a tag: | ||
<syntaxhighlight lang="xml"> | |||
<tag Name="InventoryPopulationTable" Value="MyNewSnapjawPopulationTableWhatever"></tag> | <tag Name="InventoryPopulationTable" Value="MyNewSnapjawPopulationTableWhatever"></tag> | ||
</syntaxhighlight> | |||
...and add the matching population table via a populationtables.xml file in your mod. | ...and add the matching population table via a populationtables.xml file in your mod. | ||
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Builder classes directly on the inventory part: | Builder classes directly on the inventory part: | ||
<syntaxhighlight lang="xml"> | |||
<part Name="Inventory" Builder="InventoryChestJunk3or4"></part> | <part Name="Inventory" Builder="InventoryChestJunk3or4"></part> | ||
</syntaxhighlight> |
Revision as of 15:57, 23 May 2019
Preset Inventory
Add an inventoryobject to the object
<inventoryobject Blueprint="Lives1"></inventoryobject>
Random Inventory
The best modern way is to add a tag:
<tag Name="InventoryPopulationTable" Value="MyNewSnapjawPopulationTableWhatever"></tag>
...and add the matching population table via a populationtables.xml file in your mod.
Legacy Methods
Legacy methods that we've most deprecated in favor of population tables:
Builder classes directly on the inventory part:
<part Name="Inventory" Builder="InventoryChestJunk3or4"></part>