public override BuildingDef CreateBuildingDef()
    {
        string id                = "GourmetCookingStation";
        int    width             = 3;
        int    height            = 3;
        string anim              = "cookstation_gourmet_kanim";
        int    hitpoints         = 30;
        float  construction_time = 30f;

        float[]           tIER                = TUNING.BUILDINGS.CONSTRUCTION_MASS_KG.TIER4;
        string[]          aLL_METALS          = MATERIALS.ALL_METALS;
        float             melting_point       = 1600f;
        BuildLocationRule build_location_rule = BuildLocationRule.OnFloor;
        EffectorValues    tIER2               = NOISE_POLLUTION.NOISY.TIER3;
        BuildingDef       buildingDef         = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tIER, aLL_METALS, melting_point, build_location_rule, TUNING.BUILDINGS.DECOR.NONE, tIER2, 0.2f);

        BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
        buildingDef.AudioCategory = "Metal";
        buildingDef.AudioSize     = "large";
        buildingDef.EnergyConsumptionWhenActive = 240f;
        buildingDef.ExhaustKilowattsWhenActive  = 1f;
        buildingDef.SelfHeatKilowattsWhenActive = 8f;
        buildingDef.InputConduitType            = ConduitType.Gas;
        buildingDef.UtilityInputOffset          = new CellOffset(-1, 0);
        buildingDef.PowerInputOffset            = new CellOffset(1, 0);
        return(buildingDef);
    }
Ejemplo n.º 2
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        public override BuildingDef CreateBuildingDef()
        {
            var width             = 3;
            var height            = 3;
            var anim              = "uvcleaner_kanim";
            var hitpoints         = 100;
            var construction_time = 120f;

            float[]  mass                = BUILDINGS.CONSTRUCTION_MASS_KG.TIER3;
            string[] mats                = MATERIALS.REFINED_METALS;
            var      melting_point       = 1600f;
            var      build_location_rule = BuildLocationRule.OnFloor;
            var      tieR2               = NOISE_POLLUTION.NOISY.TIER2;
            var      buildingDef         = BuildingTemplates.CreateBuildingDef(ID, width, height, anim, hitpoints, construction_time,
                                                                               mass, mats, melting_point, build_location_rule, BUILDINGS.DECOR.NONE, tieR2);

            BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
            buildingDef.EnergyConsumptionWhenActive = 320f;
            buildingDef.SelfHeatKilowattsWhenActive = 6.0f;
            buildingDef.InputConduitType            = ConduitType.Liquid;
            buildingDef.OutputConduitType           = ConduitType.Liquid;
            buildingDef.Floodable           = false;
            buildingDef.PowerInputOffset    = new CellOffset(1, 0);
            buildingDef.UtilityInputOffset  = new CellOffset(0, 0);
            buildingDef.PermittedRotations  = PermittedRotations.FlipH;
            buildingDef.ViewMode            = OverlayModes.LiquidConduits.ID;
            buildingDef.OverheatTemperature = TUNING.BUILDINGS.OVERHEAT_TEMPERATURES.NORMAL;
            return(buildingDef);
        }
    public override BuildingDef CreateBuildingDef()
    {
        string id                = "AirConditioner";
        int    width             = 2;
        int    height            = 2;
        string anim              = "airconditioner_kanim";
        int    hitpoints         = 100;
        float  construction_time = 120f;

        float[]           tIER                = BUILDINGS.CONSTRUCTION_MASS_KG.TIER3;
        string[]          aLL_METALS          = MATERIALS.ALL_METALS;
        float             melting_point       = 1600f;
        BuildLocationRule build_location_rule = BuildLocationRule.OnFloor;
        EffectorValues    tIER2               = NOISE_POLLUTION.NOISY.TIER2;
        BuildingDef       buildingDef         = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tIER, aLL_METALS, melting_point, build_location_rule, BUILDINGS.DECOR.NONE, tIER2, 0.2f);

        BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
        buildingDef.EnergyConsumptionWhenActive = 240f;
        buildingDef.SelfHeatKilowattsWhenActive = 0f;
        buildingDef.ThermalConductivity         = 5f;
        buildingDef.InputConduitType            = ConduitType.Gas;
        buildingDef.OutputConduitType           = ConduitType.Gas;
        buildingDef.PowerInputOffset            = new CellOffset(1, 0);
        buildingDef.PermittedRotations          = PermittedRotations.FlipH;
        buildingDef.ViewMode = OverlayModes.GasConduits.ID;
        return(buildingDef);
    }
    public override BuildingDef CreateBuildingDef()
    {
        string id                = "OilWellCap";
        int    width             = 4;
        int    height            = 4;
        string anim              = "geyser_oil_cap_kanim";
        int    hitpoints         = 100;
        float  construction_time = 120f;

        float[]           tIER                = BUILDINGS.CONSTRUCTION_MASS_KG.TIER3;
        string[]          rEFINED_METALS      = MATERIALS.REFINED_METALS;
        float             melting_point       = 1600f;
        BuildLocationRule build_location_rule = BuildLocationRule.OnFloor;
        EffectorValues    tIER2               = NOISE_POLLUTION.NOISY.TIER2;
        BuildingDef       buildingDef         = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tIER, rEFINED_METALS, melting_point, build_location_rule, BUILDINGS.DECOR.NONE, tIER2, 0.2f);

        BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
        buildingDef.SceneLayer = Grid.SceneLayer.BuildingFront;
        buildingDef.ViewMode   = OverlayModes.LiquidConduits.ID;
        buildingDef.EnergyConsumptionWhenActive = 240f;
        buildingDef.SelfHeatKilowattsWhenActive = 2f;
        buildingDef.InputConduitType            = ConduitType.Liquid;
        buildingDef.UtilityInputOffset          = new CellOffset(0, 1);
        buildingDef.PowerInputOffset            = new CellOffset(1, 1);
        buildingDef.OverheatTemperature         = 2273.15f;
        buildingDef.Floodable         = false;
        buildingDef.AttachmentSlotTag = GameTags.OilWell;
        buildingDef.BuildLocationRule = BuildLocationRule.BuildingAttachPoint;
        buildingDef.ObjectLayer       = ObjectLayer.AttachableBuilding;
        return(buildingDef);
    }
    public override BuildingDef CreateBuildingDef()
    {
        string id                = "Polymerizer";
        int    width             = 3;
        int    height            = 3;
        string anim              = "plasticrefinery_kanim";
        int    hitpoints         = 30;
        float  construction_time = 30f;

        float[]           tIER                = BUILDINGS.CONSTRUCTION_MASS_KG.TIER4;
        string[]          aLL_METALS          = MATERIALS.ALL_METALS;
        float             melting_point       = 1600f;
        BuildLocationRule build_location_rule = BuildLocationRule.OnFloor;
        EffectorValues    tIER2               = NOISE_POLLUTION.NOISY.TIER3;
        BuildingDef       buildingDef         = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tIER, aLL_METALS, melting_point, build_location_rule, BUILDINGS.DECOR.NONE, tIER2, 0.2f);

        BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
        buildingDef.AudioCategory = "Metal";
        buildingDef.AudioSize     = "large";
        buildingDef.EnergyConsumptionWhenActive = 240f;
        buildingDef.ExhaustKilowattsWhenActive  = 0.5f;
        buildingDef.SelfHeatKilowattsWhenActive = 32f;
        buildingDef.PowerInputOffset            = new CellOffset(0, 0);
        buildingDef.InputConduitType            = ConduitType.Liquid;
        buildingDef.UtilityInputOffset          = new CellOffset(0, 0);
        buildingDef.OutputConduitType           = ConduitType.Gas;
        buildingDef.UtilityOutputOffset         = new CellOffset(0, 1);
        buildingDef.PermittedRotations          = PermittedRotations.FlipH;
        return(buildingDef);
    }
    // Token: 0x06000019 RID: 25 RVA: 0x00002B8C File Offset: 0x00000D8C
    public override BuildingDef CreateBuildingDef()
    {
        string id                = "PeltierCooler";
        int    width             = 1;
        int    height            = 1;
        string anim              = "farmtilerotating_kanim";
        int    hitpoints         = 100;
        float  construction_time = 120f;

        float[]           tier                = TUNING.BUILDINGS.CONSTRUCTION_MASS_KG.TIER3;
        string[]          all_METALS          = MATERIALS.ALL_METALS;
        float             melting_point       = 1600f;
        BuildLocationRule build_location_rule = BuildLocationRule.Tile;
        EffectorValues    noise_none          = NOISE_POLLUTION.NONE;
        BuildingDef       buildingDef         = BuildingTemplates.CreateBuildingDef(id, width, height, anim, hitpoints, construction_time, tier, all_METALS, melting_point, build_location_rule, TUNING.BUILDINGS.DECOR.NONE, noise_none, 0.2f);

        BuildingTemplates.CreateElectricalBuildingDef(buildingDef);
        buildingDef.ViewMode = SimViewMode.None;
        buildingDef.EnergyConsumptionWhenActive = 480f;
        // TODO:
        buildingDef.SelfHeatKilowattsWhenActive = 0f;
        buildingDef.ThermalConductivity         = 0.01f;
        buildingDef.Floodable                = false;
        buildingDef.Entombable               = false;
        buildingDef.IsFoundation             = true;
        buildingDef.isSolidTile              = true;
        buildingDef.PermittedRotations       = PermittedRotations.R360;
        buildingDef.TileLayer                = ObjectLayer.FoundationTile;
        buildingDef.ReplacementLayer         = ObjectLayer.ReplacementTile;
        buildingDef.ForegroundLayer          = Grid.SceneLayer.BuildingBack;
        buildingDef.AudioCategory            = "HollowMetal";
        buildingDef.AudioSize                = "small";
        buildingDef.BaseTimeUntilRepair      = -1f;
        buildingDef.SceneLayer               = Grid.SceneLayer.TileFront;
        buildingDef.OverheatTemperature      = 1273.15f;
        buildingDef.ConstructionOffsetFilter = new CellOffset[]
        {
            new CellOffset(0, -1)
        };
        return(buildingDef);
    }