public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag) { go.AddOrGet <LoopingSounds>(); ShinseiChiller shinseiChiller = go.AddOrGet <ShinseiChiller>(); shinseiChiller.targetTemperature = 3200f; shinseiChiller.SetLiquidHeater(); shinseiChiller.minimumCellMass = 0f;//400f; //required! go.AddOrGet <MinimumOperatingTemperature>().minimumTemperature = 16f; }
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag) { //not super sure what these do go.AddOrGet <LoopingSounds>(); ShinseiChiller shinseiChiller = go.AddOrGet <ShinseiChiller>(); //For a heater, this only allows it to run until it hits that temp //For a chiller, if it gets that hot (can't cool enough) it stops trying //Basically, should equal melting for a cooler shinseiChiller.targetTemperature = 1600f; //sets the minimum temperature of the building before it stops working //CRUCIAL if a heat-negating building, otherwise you get a crash go.AddOrGet <MinimumOperatingTemperature>().minimumTemperature = 120f; }
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag) { //not super sure what these do go.AddOrGet <LoopingSounds>(); ShinseiChiller shinseiChiller = go.AddOrGet <ShinseiChiller>(); //go.AddOrGet<KAnimControllerBase>().TintColour = Color(); //For a heater, this only allows it to run until it hits that temp //For a chiller, if it gets that hot (can't cool enough) it stops trying //Basically, should equal melting for a cooler shinseiChiller.targetTemperature = 1600.15f; //this requires an ElementConverter, it's basically an internal anti-entrophy machine go.AddOrGet <MassiveHeatSink>(); //can hold 1kg of whatever (in this case, hydrogen, which is a bit) go.AddOrGet <Storage>().capacityKg = 1f; //required ElementConverter that is the consumer, with a list (of size one) of elements it eats go.AddOrGet <ElementConverter>().consumedElements = new ElementConverter.ConsumedElement[] { new ElementConverter.ConsumedElement(ElementLoader.FindElementByHash(SimHashes.Hydrogen).tag, 0.01f) }; //here's how that hydrogen above is going to actually get to the converter ConduitConsumer conduitConsumer = go.AddOrGet <ConduitConsumer>(); conduitConsumer.conduitType = ConduitType.Gas; conduitConsumer.consumptionRate = 1f; conduitConsumer.capacityTag = GameTagExtensions.Create(SimHashes.Hydrogen); conduitConsumer.capacityKG = 1f; conduitConsumer.forceAlwaysSatisfied = true; conduitConsumer.wrongElementResult = ConduitConsumer.WrongElementResult.Dump; //required ElementConverter that is the producer, with a list (of nothing, no output) of elements it generates ElementConverter elementConverter = go.AddOrGet <ElementConverter>(); elementConverter.outputElements = new ElementConverter.OutputElement[0]; //sets the minimum temperature of the building before it stops working //CRUCIAL if a heat-negating building, otherwise you get a crash go.AddOrGet <MinimumOperatingTemperature>().minimumTemperature = 120f; }