Beispiel #1
0
 public static void Patch()
 {
     Items.Result result = Items.AddDummy
                           (
         name: "DeconstructFireExtinguisherDummy",
         languageName: "Deconstruct Fire Extinguisher",
         languageTooltip: "Turn a Fire Extinguisher into 2 Titanium",
         spriteItem: TechType.Titanium,
         fabricatorNodePath: "Resources/AdvancedMaterials/DeconstructFireExtinguisherDummy",
         ingredientItems: new IngredientHelper(TechType.FireExtinguisher, 1),
         resultingItems: new List <TechType>()
     {
         TechType.Titanium,
         TechType.Titanium
     },
         prefabPath: "WorldEntities/Natural/Titanium"
                           );
 }
Beispiel #2
0
        public static void QPatch()
        {
            Items.AddDummy
            (
                name: "RRRDUMMY",
                languageName: "Replenish Reactor Rod",
                languageTooltip: "Combine a depleted reactor rod with 3 uranium to replenish it!",
                spriteItem: TechType.DepletedReactorRod,
                fabricatorNodePath: "Resources/AdvancedMaterials/RRRDUMMY",
                ingredientItems: new List <IngredientHelper>()
            {
                new IngredientHelper(TechType.DepletedReactorRod, 1),
                new IngredientHelper(TechType.UraniniteCrystal, 3)
            },
                resultingItems: TechType.ReactorRod,
                prefabPath: "WorldEntities/Natural/ReactorRod"
            );

            TechDataHelper data = new TechDataHelper()
            {
                _techType    = RRRItem,
                _craftAmount = 1,
                _ingredients = new List <IngredientHelper>()
                {
                    new IngredientHelper(TechType.DepletedReactorRod, 1),
                    new IngredientHelper(TechType.UraniniteCrystal, 3)
                },
            };

            CraftDataPatcher.customTechData.Add(RRRItem, data);
            CraftTreePatcher.customNodes.Add(new CustomCraftNode(RRRItem, CraftTree.Type.Fabricator, "Resources/AdvancedMaterials/RRRItem"));

            Dictionary <TechType, float> charge = Values.GetValue <BaseNuclearReactor>("charge") as Dictionary <TechType, float>;

            charge.Add(RRRItem, 15000f);

            Values.SetValue <BaseNuclearReactor>("charge", charge);

            HarmonyInstance.Create("alexejheroytb.subnauticamods.replenishreactorrods").PatchAll();
        }