public static void Setup() { BuildingUtils.AddStrings(ID, "Rocket Door", STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.DESC + " Perfectly sized for rockets.", STRINGS.BUILDINGS.PREFABS.BUNKERDOOR.EFFECT); BuildingUtils.AddBuilding(ID, "Base", DoorConfig.ID, "EnginesI"); }
internal static void Setup() { BuildingUtils.AddStrings(ID, "Space Mesh", "Nikola tried to teach me how this works, but I'm pretty sure it's just magic.", "Resists " + STRINGS.UI.FormatAsLink("gas", "ELEMENTS_GAS") + " flow without obstructing " + STRINGS.UI.FormatAsLink("liquids", "ELEMENTS_LIQUID") + ". Falling liquids may force gas up into and through this block. "); BuildingUtils.AddBuilding(ID, "Base", GasPermeableMembraneConfig.ID, "Jetpacks"); }
public static void Setup() { BuildingUtils.AddStrings(ID, "Space Glass", "A remarkable alloy, transparent to light and Space Scanners, opaque to fluids and meteors. Repels water. Still attracts fingerprints and dust.", "Can withstand extreme pressures and impacts. Allows " + STRINGS.UI.FormatAsLink("Light", "LIGHT") + " and " + STRINGS.UI.FormatAsLink("Decor", "DECOR") + " to pass through."); BuildingUtils.AddBuilding(ID, "Base", GlassTileConfig.ID, "SkyDetectors"); }
internal static void Setup() { BuildingUtils.AddStrings(ID, "Artifact Pedestal", "Ergonomic!", "A display " + STRINGS.UI.FormatAsLink("Pedestal", ItemPedestalConfig.ID) + " specifically designed for space artifacts."); BuildingUtils.AddBuilding(ID, "Furniture", ItemPedestalConfig.ID, "Artistry"); }
public static void Setup() { BuildingUtils.AddStrings(ID, "Space Ladder", "Slippery when wet.", "Extremely resistant to damage."); BuildingUtils.AddBuilding(ID, "Base", LadderConfig.ID, "BasicRocketry"); }
public static void Setup() { BuildingUtils.AddStrings(ID, "Artifact Bin", "Of what, then, is an empty launchpad a sign? - Abe", "Stores up to 50 space artifacts. Use caution when emptying."); BuildingUtils.AddBuilding(ID, "Base", StorageLockerConfig.ID, "CargoI"); }
public static void Setup() { BuildingUtils.AddStrings(ID, "Tall Pneumatic Door", STRINGS.BUILDINGS.PREFABS.DOOR.DESC, STRINGS.BUILDINGS.PREFABS.DOOR.EFFECT); BuildingUtils.AddBuilding(ID, "Base", DoorConfig.ID); }