Editing Modding Tutorials/Custom Comp Classes

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{BackToTutorials}}
 
{{BackToTutorials}}
Creating a custom comp class is a convenient way to add new functionality to RimWorld. Comps aren't a formal concept in the code: they're a design pattern used in different places. They allow for a more modular approach to adding functionality to different objects.
+
Creating a custom comp class is a convenient way to add new functionality to RimWorld.
  
 
=The types of Components=
 
=The types of Components=
These are the places where the Comps design pattern is used, each with differing behaviour suited for their respective area. From most specific to most generic:
+
There are many different types of Comps, each well suited for a specific task. From most specific to most generic:
 
==HediffComp==
 
==HediffComp==
 
A relatively simple Comp for adding more complex behaviour to Hediffs.
 
A relatively simple Comp for adding more complex behaviour to Hediffs.
  
 
==ThingComp==
 
==ThingComp==
{{Main|Modding Tutorials/ThingComp}}
+
{{Main Article|Modding Tutorials/ThingComp}}
A very powerful Component that is tied to a specific Thing. These are often used to store data, give special functionality to the Thing they're tied to and are one of the building blocks of RimWorld modding and RimWorld in general. While not as powerful as a [[Modding Tutorials/Def classes|fully custom class]], they provide plenty of functionality for a lot of general use cases without compatibility issues.
+
A very powerful Component that is tied to a specific Thing. These are often used to store data, give special functionality to the Thing they're tied to and are one of the building blocks of RimWorld modding and RimWorld in general. While not as powerful as a [[Modding_Tutorials/Def_classes|fully custom class]], they provide plenty of functionality for a lot of general use cases without compatibility issues.
 
 
==WorldObjectComp==
 
Like a ThingComp, but for WorldObjects.
 
  
 
==MapComponent==
 
==MapComponent==
{{Main|Modding Tutorials/GameComponent}}
+
{{Main Article|Modding Tutorials/GameComponent}}
 
Much like a ThingComp, except these exist at the Map level. They're most useful for keeping tracks of multiple things at once, storing data, and can serve as a coordinator or general managing entity.
 
Much like a ThingComp, except these exist at the Map level. They're most useful for keeping tracks of multiple things at once, storing data, and can serve as a coordinator or general managing entity.
  
 
==WorldComponent==
 
==WorldComponent==
{{Main|Modding Tutorials/GameComponent}}
+
{{Main Article|Modding Tutorials/GameComponent}}
 
Similar to a MapComponent, but lives on the World level.
 
Similar to a MapComponent, but lives on the World level.
  
 
==GameComponent==
 
==GameComponent==
{{Main|Modding Tutorials/GameComponent}}
+
{{Main Article|Modding Tutorials/GameComponent}}
 
Similar to a WorldComponent, but lives at the Game level.
 
Similar to a WorldComponent, but lives at the Game level.
  
Line 29: Line 26:
 
* Upon start of the tutorial
 
* Upon start of the tutorial
 
* When the player starts the Scenario Configuration (rolling for colonists)
 
* When the player starts the Scenario Configuration (rolling for colonists)
* When a save is loaded from the main menu
+
* When a save is loaded
  
 
==StorytellerComp==
 
==StorytellerComp==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)