Editing Modding Tutorials/XML file structure
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'''Note that after update A15, abstracts have been directly inheritable from the core and from other mods. Redefining the core abstracts is common cause for mod compatibility issues, because any mod loaded after the abstract has been redefined will use the modified version instead of the core. Therefore, when defining abstracts for a mod, it's advisable to try to avoid overwriting the core abstracts and to instead use unique names that are unlikely to be accidentally used by other mods.''' | '''Note that after update A15, abstracts have been directly inheritable from the core and from other mods. Redefining the core abstracts is common cause for mod compatibility issues, because any mod loaded after the abstract has been redefined will use the modified version instead of the core. Therefore, when defining abstracts for a mod, it's advisable to try to avoid overwriting the core abstracts and to instead use unique names that are unlikely to be accidentally used by other mods.''' | ||
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+ | Note that you can stop a child inheriting a specific tag's content by specifying ''Inherit="False"'' in the tag, like so: | ||
+ | <source lang="xml"> <weaponTags Inherit="False"> | ||
+ | <li>SniperRifle</li> | ||
+ | </weaponTags></source> | ||
+ | The above example would only have ''SniperRifle'' as a weaponTag, none of the parent's weaponTags. This is particularly useful for lists. | ||
===Basegun ThingDef=== | ===Basegun ThingDef=== | ||
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* '''<Defs>''' is the rootnode and this uniformity is enforced. | * '''<Defs>''' is the rootnode and this uniformity is enforced. | ||
* '''<Def>''' has to have a specific name, matching a Type in C#. | * '''<Def>''' has to have a specific name, matching a Type in C#. | ||
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=Next up= | =Next up= |