Example #1
0
        private static string ResolveStrings(string str, object data)
        {
            StirlingEngine engine = (StirlingEngine)data;

            str = str.Replace("{Min_Temperature_Gradient}", GameUtil.GetFormattedTemperature(engine.minTemperatureDifferenceK, GameUtil.TimeSlice.None, GameUtil.TemperatureInterpretation.Relative));
            str = str.Replace("{Overheat_Temperature}", GameUtil.GetFormattedTemperature(engine.maxBuildingTemperature));
            str = str.Replace("{Efficiency}", GameUtil.GetFormattedPercent(engine.currentEfficiency * 100f));
            str = str.Replace("{HeatPumped}", GameUtil.GetFormattedHeatEnergyRate(engine.heatToPumpDTU));
            return(str);
        }
Example #2
0
        public override void OnLoad(Harmony harmony)
        {
            PUtil.InitLibrary();

            Options = new POptions();
            Options.RegisterOptions(this, typeof(ModSettings));

            ModStrings.STRINGS.BUILDINGS.STIRLINGENGINE.DESC = $"Draws up to {StirlingEngine.WattsToHeat(ModSettings.Instance.MaxWattOutput):F0} DTU/s of heat from the cell below the floor and converts it to power. The amount of heat drawn is based on the ratio of building temperature vs temperature below the floor tile.";

            base.OnLoad(harmony);
        }
Example #3
0
        private static string ResolveHeatStatus(string str, object data)
        {
            StirlingEngine engine = (StirlingEngine)data;

            return(str.Replace("{0}", GameUtil.GetFormattedHeatEnergy(engine.currentGeneratedHeat)));
        }
Example #4
0
        private static string ResolveWattageStatus(string str, object data)
        {
            StirlingEngine engine = (StirlingEngine)data;

            return(str.Replace("{Wattage}", GameUtil.GetFormattedWattage(engine.currentGeneratedPower)).Replace("{Max_Wattage}", GameUtil.GetFormattedWattage(engine.WattageRating)).Replace("{Efficiency}", GameUtil.GetFormattedPercent(engine.currentEfficiency * 100f)));
        }