Exemplo n.º 1
0
        public static void Load()
        {
            _holder = new GameObject();
            _holder.AddComponent <ImageToTech>();
            _holder.AddComponent <ChangeColor>();
            UnityEngine.Object.DontDestroyOnLoad(_holder);

            var t = new Texture2D(1, 1);

            t.SetPixel(0, 0, Color.white);

            var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

            cube.GetComponent <MeshRenderer>().material.color       = Color.white;
            cube.GetComponent <MeshRenderer>().material.mainTexture = t;

            /*var cs = cube.GetComponent<MeshFilter>().sharedMesh.colors;
             * for (int i = 0; i < cs.Length; i++)
             * {
             *  cs[i] = Color.red;
             * }*/
            var color_block = new BlockPrefabBuilder()
                              .SetBlockID(7000, "64965b4027b723b16d1c")
                              .SetName("Color Block")
                              .SetDescription("A block that can change color")
                              .SetModel(cube.GetComponent <MeshFilter>().sharedMesh, true, cube.GetComponent <MeshRenderer>().material)
                              .SetFaction(FactionSubTypes.SPE)
                              .SetGrade()
                              .SetHP(1000)
                              .SetMass(10)
                              .SetCategory(BlockCategories.Standard)
                              .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                              .AddComponent <ModuleColor>();

            color_block.RegisterLater();

            if (!Directory.Exists(TechArtFolder))
            {
                Directory.CreateDirectory(TechArtFolder);
            }
        }
Exemplo n.º 2
0
        public static void Load()
        {
            ModConfig config = new ModConfig();
            int       v      = (int)KeyCode.Keypad0;

            config.TryGetConfig <int>("colorToolsKeycode", ref v);
            colorToolsKeycode = (KeyCode)v;

            OptionKey commandConsoleKey = new OptionKey("Color tools toggle", "Procedural Blocks", colorToolsKeycode);

            commandConsoleKey.onValueSaved.AddListener(() =>
            {
                colorToolsKeycode           = commandConsoleKey.SavedValue;
                config["colorToolsKeycode"] = (int)colorToolsKeycode;
            });

            v = (int)KeyCode.M;
            config.TryGetConfig <int>("img2TechKeycode", ref v);
            img2TechKeycode = (KeyCode)v;

            OptionKey img2TechKey = new OptionKey("Image to tech toggle", "Procedural Blocks", img2TechKeycode);

            img2TechKey.onValueSaved.AddListener(() =>
            {
                img2TechKeycode           = img2TechKey.SavedValue;
                config["img2TechKeycode"] = (int)img2TechKeycode;
            });

            NativeOptionsMod.onOptionsSaved.AddListener(() =>
            {
                config.WriteConfigJsonFile();
            });


            var harmony = new Harmony("exund.prodcedural.blocks");

            harmony.PatchAll(Assembly.GetExecutingAssembly());

            _holder = new GameObject();
            _holder.AddComponent <ProceduralEditor>();
            _holder.AddComponent <ImageToTech>();
            _holder.AddComponent <ColorTools>();
            UnityEngine.Object.DontDestroyOnLoad(_holder);

            var t = new Texture2D(1, 1);

            t.SetPixel(0, 0, Color.white);

            Material mat = GameObjectJSON.MaterialFromShader();

            mat.mainTexture = Texture2D.whiteTexture;
            mat.name        = "ProceduralMaterial";

            var cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);

            cube1.GetComponent <MeshRenderer>().material.color       = Color.white;
            cube1.GetComponent <MeshRenderer>().material.mainTexture = t;
            var color_block = new BlockPrefabBuilder()
                              .SetBlockID(7000, "64965b4027b723b16d1c")
                              .SetName("Color Block")
                              .SetDescription("A block that can change color (right click to edit)")
                              .SetFaction(FactionSubTypes.SPE)
                              .SetCategory(BlockCategories.Standard)
                              .SetGrade()
                              .SetHP(250)
                              .SetMass(1)
                              .SetModel(cube1.GetComponent <MeshFilter>().sharedMesh, cube1.GetComponent <MeshFilter>().sharedMesh, true, mat)
                              .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                              .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Path.Combine(AssetsFolder, "Icons/colorblock_icon.png"))))
                              .AddComponent <ModuleColor>();

            color_block.RegisterLater();
            GameObject.Destroy(cube1);

            var cube = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Block.obj"));

            cube.name = "ProceduralMesh";
            var procedural_block = new BlockPrefabBuilder()
                                   .SetBlockID(7001, "fd49964942512e91ec41")
                                   .SetName("Procedural Block")
                                   .SetDescription("A block that can change size")
                                   .SetFaction(FactionSubTypes.EXP)
                                   .SetCategory(BlockCategories.Standard)
                                   .SetGrade()
                                   .SetHP(250)
                                   .SetMass(1)
                                   .SetModel(cube, cube, true, mat)
                                   .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                                   .AddComponent <ModuleProcedural>()
                                   .AddComponent <ModuleColor>();

            procedural_block.RegisterLater();

            var cylinder = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Cylinder.obj"));

            cylinder.name = "ProceduralMesh";
            var procedural_cylinder = new BlockPrefabBuilder()
                                      .SetBlockID(7002, "8ccfce9497e1ace52d5b")
                                      .SetName("Procedural Cylinder")
                                      .SetDescription("A cylinder that can change size")
                                      .SetFaction(FactionSubTypes.EXP)
                                      .SetCategory(BlockCategories.Standard)
                                      .SetGrade()
                                      .SetHP(250)
                                      .SetMass(1)
                                      .SetModel(cylinder, cylinder, true, mat)
                                      .SetSize(IntVector3.one)
                                      .AddComponent <ModuleProceduralCylinder>()
                                      .AddComponent <ModuleColor>();

            procedural_cylinder.TankBlock.attachPoints = new Vector3[] { new Vector3(0, -0.5f, 0), new Vector3(0, 0.5f, 0) };
            procedural_cylinder.RegisterLater();

            var half = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Half Block.obj"));

            half.name = "ProceduralMesh";
            var procedural_half = new BlockPrefabBuilder()
                                  .SetBlockID(7003, "89c854222b7088b24b72")
                                  .SetName("Procedural Half Block")
                                  .SetDescription("A half block that can change size")
                                  .SetFaction(FactionSubTypes.EXP)
                                  .SetCategory(BlockCategories.Standard)
                                  .SetGrade()
                                  .SetHP(250 / 2)
                                  .SetMass(1)
                                  .SetModel(half, half, true, mat)
                                  .SetSize(IntVector3.one)
                                  .AddComponent <ModuleProceduralHalfBlock>()
                                  .AddComponent <ModuleColor>();

            procedural_half.TankBlock.attachPoints = new Vector3[] { new Vector3(0, -0.5f, 0), new Vector3(-0.5f, 0, 0), new Vector3(0, 0, -0.5f), new Vector3(0, 0, 0.5f) };
            procedural_half.RegisterLater();

            var corner2 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Corner (2-way).obj"));

            corner2.name = "ProceduralMesh";
            var procedural_corner_2 = new BlockPrefabBuilder()
                                      .SetBlockID(7004, "3302c74153a768f81be1")
                                      .SetName("Procedural Corner (2-way)")
                                      .SetDescription("A corner that can change size")
                                      .SetFaction(FactionSubTypes.EXP)
                                      .SetCategory(BlockCategories.Standard)
                                      .SetGrade()
                                      .SetHP(250)
                                      .SetMass(1)
                                      .SetModel(corner2, corner2, true, mat)
                                      .SetSize(IntVector3.one)
                                      .AddComponent <ModuleProceduralCorner2>()
                                      .AddComponent <ModuleColor>();

            procedural_corner_2.TankBlock.attachPoints = new Vector3[] { new Vector3(0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, 0.5f) };
            procedural_corner_2.RegisterLater();

            var corner3 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Corner (3-way).obj"));

            corner3.name = "ProceduralMesh";
            var procedural_corner_3 = new BlockPrefabBuilder()
                                      .SetBlockID(7005, "5397ca4583307f7d37fe")
                                      .SetName("Procedural Corner (3-way)")
                                      .SetDescription("A corner that can change size")
                                      .SetFaction(FactionSubTypes.EXP)
                                      .SetCategory(BlockCategories.Standard)
                                      .SetGrade()
                                      .SetHP(250 / 3)
                                      .SetMass(1)
                                      .SetModel(corner3, corner3, true, mat)
                                      .SetSize(IntVector3.one)
                                      .AddComponent <ModuleProceduralCorner3>()
                                      .AddComponent <ModuleColor>();

            procedural_corner_3.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f) };
            procedural_corner_3.RegisterLater();

            var rounded = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Rounded Half Block.obj"));

            rounded.name = "ProceduralMesh";
            var procedural_rounded = new BlockPrefabBuilder()
                                     .SetBlockID(7006, "be4c9e7859e29073aec0")
                                     .SetName("Procedural Rounded Half Block")
                                     .SetDescription("A rounded half block that can change size")
                                     .SetFaction(FactionSubTypes.EXP)
                                     .SetCategory(BlockCategories.Standard)
                                     .SetGrade()
                                     .SetHP(250 / 2)
                                     .SetMass(1)
                                     .SetModel(rounded, rounded, true, mat)
                                     .SetSize(IntVector3.one)
                                     .AddComponent <ModuleProceduralRoundedHalfBlock>()
                                     .AddComponent <ModuleColor>();

            procedural_rounded.TankBlock.attachPoints = new Vector3[] { new Vector3(0, -0.5f, 0), new Vector3(-0.5f, 0, 0), new Vector3(0, 0, -0.5f), new Vector3(0, 0, 0.5f) };
            procedural_rounded.RegisterLater();

            var sphere = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Sphere.obj"));

            sphere.name = "ProceduralMesh";
            var procedural_sphere = new BlockPrefabBuilder()
                                    .SetBlockID(7007, "88df56b7bc96edd1e288")
                                    .SetName("Procedural Sphere")
                                    .SetDescription("A sphere that can change size")
                                    .SetFaction(FactionSubTypes.EXP)
                                    .SetCategory(BlockCategories.Standard)
                                    .SetGrade()
                                    .SetHP(250)
                                    .SetMass(1)
                                    .SetModel(sphere, sphere, true, mat)
                                    .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                                    .AddComponent <ModuleProcedural>()
                                    .AddComponent <ModuleColor>();

            procedural_sphere.RegisterLater();

            var converter = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Cylinder-Cube Converter.obj"));

            converter.name = "ProceduralMesh";
            var procedural_converter = new BlockPrefabBuilder()
                                       .SetBlockID(7008, "92f1be44b016bb6e7e50")
                                       .SetName("Procedural Converter")
                                       .SetDescription("A cylinder that can change size")
                                       .SetFaction(FactionSubTypes.EXP)
                                       .SetCategory(BlockCategories.Standard)
                                       .SetGrade()
                                       .SetHP(250)
                                       .SetMass(1)
                                       .SetModel(converter, converter, true, mat)
                                       .SetSize(IntVector3.one)
                                       .AddComponent <ModuleProceduralConverter>()
                                       .AddComponent <ModuleColor>();

            procedural_converter.TankBlock.attachPoints = new Vector3[] { new Vector3(0, -0.5f, 0), new Vector3(0, 0.5f, 0) };
            procedural_converter.RegisterLater();

            var incorner2 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Inside Corner (2-way).obj"));

            incorner2.name = "ProceduralMesh";
            var procedural_incorner_2 = new BlockPrefabBuilder()
                                        .SetBlockID(7009, "d2976201068b86e4b7cc")
                                        .SetName("Procedural Inside Corner (2-way)")
                                        .SetDescription("A corner that can change size")
                                        .SetFaction(FactionSubTypes.EXP)
                                        .SetCategory(BlockCategories.Standard)
                                        .SetGrade()
                                        .SetHP(250)
                                        .SetMass(1)
                                        .SetModel(incorner2, incorner2, true, mat)
                                        .SetSize(IntVector3.one)
                                        .AddComponent <ModuleProceduralCorner2>(out ModuleProceduralCorner2 inverted2)
                                        .AddComponent <ModuleColor>();

            procedural_incorner_2.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f), new Vector3(0.5f, 0, 0), new Vector3(0, 0, 0.5f) };
            inverted2.inverted = true;
            procedural_incorner_2.RegisterLater();

            var incorner3 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Inside Corner (3-way).obj"));

            incorner3.name = "ProceduralMesh";
            var procedural_incorner_3 = new BlockPrefabBuilder()
                                        .SetBlockID(7010, "d85e864aad33b54a6028")
                                        .SetName("Procedural Inside Corner (3-way)")
                                        .SetDescription("A corner that can change size")
                                        .SetFaction(FactionSubTypes.EXP)
                                        .SetCategory(BlockCategories.Standard)
                                        .SetGrade()
                                        .SetHP(250 / 3)
                                        .SetMass(1)
                                        .SetModel(incorner3, incorner3, true, mat)
                                        .SetSize(IntVector3.one)
                                        .AddComponent <ModuleProceduralCorner3>(out ModuleProceduralCorner3 inverted3)
                                        .AddComponent <ModuleColor>();

            procedural_incorner_3.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f), new Vector3(0.5f, 0, 0), new Vector3(0, 0.5f, 0), new Vector3(0, 0, 0.5f) };
            inverted3.inverted = true;
            procedural_incorner_3.RegisterLater();

            var rounded_corner2 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Rounded Corner (2-way).obj"));

            rounded_corner2.name = "ProceduralMesh";
            var procedural_rounded_corner2 = new BlockPrefabBuilder()
                                             .SetBlockID(7011, "ab23c00ba9ab31d27e04")
                                             .SetName("Procedural Rounded Corner (2-way)")
                                             .SetDescription("A rounded corner that can change size")
                                             .SetFaction(FactionSubTypes.EXP)
                                             .SetCategory(BlockCategories.Standard)
                                             .SetGrade()
                                             .SetHP(250)
                                             .SetMass(1)
                                             .SetModel(rounded_corner2, rounded_corner2, true, mat)
                                             .SetSize(IntVector3.one)
                                             .AddComponent <ModuleProceduralRoundedCorner2>()
                                             .AddComponent <ModuleColor>();

            procedural_rounded_corner2.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f) };
            procedural_rounded_corner2.RegisterLater();

            var rounded_corner3 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Rounded Corner (3-way).obj"));

            rounded_corner3.name = "ProceduralMesh";
            var procedural_rounded_corner3 = new BlockPrefabBuilder()
                                             .SetBlockID(7012, "9630f2a69c42c30c0862")
                                             .SetName("Procedural Rounded Corner (3-way)")
                                             .SetDescription("A rounded corner that can change size")
                                             .SetFaction(FactionSubTypes.EXP)
                                             .SetCategory(BlockCategories.Standard)
                                             .SetGrade()
                                             .SetHP(250)
                                             .SetMass(1)
                                             .SetModel(rounded_corner3, rounded_corner3, true, mat)
                                             .SetSize(IntVector3.one)
                                             .AddComponent <ModuleProceduralRoundedCorner3>()
                                             .AddComponent <ModuleColor>();

            procedural_rounded_corner3.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f) };
            procedural_rounded_corner3.RegisterLater();

            var rounded_incorner2 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Inside Rounded Corner (2-way).obj"));

            rounded_incorner2.name = "ProceduralMesh";
            var procedural_rounded_incorner2 = new BlockPrefabBuilder()
                                               .SetBlockID(7013, "2381cf216f226ed2f537")
                                               .SetName("Procedural Inside Rounded Corner (2-way)")
                                               .SetDescription("A rounded corner that can change size")
                                               .SetFaction(FactionSubTypes.EXP)
                                               .SetCategory(BlockCategories.Standard)
                                               .SetGrade()
                                               .SetHP(250)
                                               .SetMass(1)
                                               .SetModel(rounded_incorner2, rounded_incorner2, true, mat)
                                               .SetSize(IntVector3.one)
                                               .AddComponent <ModuleProceduralRoundedCorner2>(out ModuleProceduralRoundedCorner2 invertedr2)
                                               .AddComponent <ModuleColor>();

            procedural_rounded_incorner2.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f) };
            invertedr2.inverted = true;
            procedural_rounded_incorner2.RegisterLater();

            var rounded_incorner3 = GameObjectJSON.MeshFromFile(Path.Combine(AssetsFolder, "Models/Standalone/Procedural Inside Rounded Corner (3-way).obj"));

            rounded_incorner3.name = "ProceduralMesh";
            var procedural_rounded_incorner3 = new BlockPrefabBuilder()
                                               .SetBlockID(7014, "eadb1d61f1dc3e7f1fc9")
                                               .SetName("Procedural Inside Rounded Corner (3-way)")
                                               .SetDescription("A rounded corner that can change size")
                                               .SetFaction(FactionSubTypes.EXP)
                                               .SetCategory(BlockCategories.Standard)
                                               .SetGrade()
                                               .SetHP(250)
                                               .SetMass(1)
                                               .SetModel(rounded_incorner3, rounded_incorner3, true, mat)
                                               .SetSize(IntVector3.one)
                                               .AddComponent <ModuleProceduralRoundedCorner3>(out ModuleProceduralRoundedCorner3 invertedr3)
                                               .AddComponent <ModuleColor>();

            procedural_rounded_incorner3.TankBlock.attachPoints = new Vector3[] { new Vector3(-0.5f, 0, 0), new Vector3(0, -0.5f, 0), new Vector3(0, 0, -0.5f) };
            invertedr3.inverted = true;
            procedural_rounded_incorner3.RegisterLater();


            var cube2 = GameObject.Instantiate(cube);

            cube2.name = "ProceduralMesh";
            var procedural_mesh_block = new BlockPrefabBuilder()
                                        .SetBlockID(7015)
                                        .SetName("Procedural Mesh Block")
                                        .SetDescription("A block that can change size")
                                        .SetFaction(FactionSubTypes.EXP)
                                        .SetCategory(BlockCategories.Standard)
                                        .SetGrade()
                                        .SetHP(250)
                                        .SetMass(1)
                                        .SetModel(cube2, true, mat)
                                        //.SetModel(cube2, cube2, true, mat)
                                        .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                                        .AddComponent <ModuleProceduralSlicedMesh>()
                                        .AddComponent <ModuleColor>();

            procedural_mesh_block.RegisterLater();

            if (!Directory.Exists(TechArtFolder))
            {
                Directory.CreateDirectory(TechArtFolder);
            }

            SlicedMeshJSON.LoadSets();
        }
Exemplo n.º 3
0
        public static void CreateBlocks()
        {
            Harmony mod = new Harmony("aceba1.fusionblock");

            mod.PatchAll(System.Reflection.Assembly.GetExecutingAssembly());

            Texture2D rtex1 = GameObjectJSON.ImageFromFile(Properties.Resources.reactor_tex_1),
                      rtex2 = GameObjectJSON.ImageFromFile(Properties.Resources.reactor_tex_2),
                      rtex3 = GameObjectJSON.ImageFromFile(Properties.Resources.reactor_tex_3);
            Material gso_main = GameObjectJSON.GetObjectFromGameResources <Material>("GSO_Main"), bf_main = GameObjectJSON.GetObjectFromGameResources <Material>("BF_Main"), rf_main = GameObjectJSON.MaterialFromShader().SetTexturesToMaterial(rtex1, rtex2, rtex3, false), rf_glow = GameObjectJSON.MaterialFromShader("Legacy Shaders/Particles/Additive").SetTexturesToMaterial(rtex3);


            {
                new BlockPrefabBuilder("GSOBlock_111")
                .SetBlockID(98341)
                .SetName("Fusion Block").SetDescription("<i>(Vanilla-safe when merged)</i> Press this up to another of its kind and it will merge the two techs!\n" +
                                                        "Both techs must be facing the same direction, and the block must be oriented to lock together like puzzle pieces. " +
                                                        "Once that's done, it will fuse into a standard block!")
                .SetMass(0.5f).SetHP(125).SetGrade(1)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.Bottom)
                .SetPrice(144)
                .SetFaction(FactionSubTypes.GSO).SetCategory(BlockCategories.Accessories)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.fusionblock)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.Fusion_Block), true, gso_main)
                .AddComponent <ModuleFuseHalf>(out ModuleFuseHalf moduleFuse)
                .RegisterLater();
                moduleFuse.ModelForwardPairing      = -1;
                moduleFuse.ModelForwardSignificance = true;
                moduleFuse.MakeSubstitiute          = true;
                moduleFuse.SubstituteType           = BlockTypes.GSOBlock_111;
                moduleFuse.JoinOffset = Vector3.zero;

                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[] {
                    new CustomRecipe.RecipeInput(0),     // Fibrewood
                    new CustomRecipe.RecipeInput(4),     // Plumbite
                    new CustomRecipe.RecipeInput(2, 2)   // Rubber Jelly
                }, new CustomRecipe.RecipeOutput[] {
                    new CustomRecipe.RecipeOutput(98341)
                });
            }
            {
                new BlockPrefabBuilder("GSOBlock_111")
                .SetBlockID(98342)
                .SetName("Fusion Bolt").SetDescription("<i>(Vanilla-safe when merged)</i> Press this up to another of its kind and it will merge the two techs!\n" +
                                                       "Both techs must be facing the same direction, and the block must be facing eachother. " +
                                                       "Once that's done, it will fuse into an exploding bolt!\n\nExploding may still occur while unfused")
                .SetMass(0.125f).SetHP(50).SetGrade(3)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.Bottom)
                .SetPrice(324)
                .SetFaction(FactionSubTypes.GSO).SetCategory(BlockCategories.Accessories)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.fusionbolt)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.Fusion_Bolt), true, gso_main)
                .AddComponent <ModuleFuseHalf>(out ModuleFuseHalf moduleFuse)
                .AddComponent <ModuleDetachableLink>()
                .RegisterLater();
                moduleFuse.ModelForwardSignificance = false;
                moduleFuse.MakeSubstitiute          = true;
                moduleFuse.SubstituteType           = BlockTypes.GSO_Exploder_A_111;
                moduleFuse.JoinOffset = Vector3.zero;

                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[] {
                    new CustomRecipe.RecipeInput(1),     // Fibron Chunk
                    new CustomRecipe.RecipeInput(9),     // Carbius Brick
                    new CustomRecipe.RecipeInput(2, 2)   // Rubber Jelly
                }, new CustomRecipe.RecipeOutput[] {
                    new CustomRecipe.RecipeOutput(98342)
                });
            }
            {
                new BlockPrefabBuilder("BF_Block_111")
                .SetBlockID(98343)
                .SetName("Fusion Plate").SetDescription("<i>(Vanilla-safe when merged)</i> Press this up to another of its kind and it will merge the two techs!\n" +
                                                        "Both techs must be facing the same direction, and the block must be facing eachother. " +
                                                        "Once that's done, the halves will melt away and the techs will be merged!")
                .SetMass(0.45f).SetHP(150).SetGrade(1)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.Bottom)
                .SetPrice(312)
                .SetFaction(FactionSubTypes.BF).SetCategory(BlockCategories.Accessories)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.fusionplate)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.Fusion_Plate), true, bf_main)
                .AddComponent <ModuleFuseHalf>(out ModuleFuseHalf moduleFuse)
                .RegisterLater();
                moduleFuse.ModelForwardSignificance = false;
                moduleFuse.MakeSubstitiute          = false;
                moduleFuse.JoinOffset = Vector3.down;

                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[] {
                    new CustomRecipe.RecipeInput(32),     // Luxian Crystal
                    new CustomRecipe.RecipeInput(43),     // Fibre Plating
                    new CustomRecipe.RecipeInput(2, 2)    // Rubber Jelly
                }, new CustomRecipe.RecipeOutput[] {
                    new CustomRecipe.RecipeOutput(98343)
                }, NameOfFabricator: "bffab");
            }
            {
                new BlockPrefabBuilder("HEBlock_111")
                .SetBlockID(98350)
                .SetName("Reactor Passive Blast Block").SetDescription("A dense heat-resistent block, that can permit the flow of rodius through all APs on it.")
                .SetMass(3f).SetHP(400).SetGrade(2)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                .SetPrice(400)
                .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_blast_block_passive)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.ReactorBlastBlockPassive), true, rf_main)
                .AddComponent(out Reactors.ModuleReactorHolder moduleReactor)
                .SetDamageableType(ManDamage.DamageableType.Rock)
                .RegisterLater();
                moduleReactor.ThisCapacity = 0.5f;
            }
            {
                new BlockPrefabBuilder("HEBlock_111")
                .SetBlockID(98356)
                .SetName("Reactor Passive Cell Block").SetDescription("A dense heat-resistent block, which can hold more rodius within it than a passive blast block. Optimal for storage.")
                .SetMass(6f).SetHP(400).SetGrade(2)
                .SetSize(new IntVector3(1, 2, 1))
                .SetAPsManual(new Vector3[] { new Vector3(0, -0.5f, 0f), new Vector3(0, 1.5f, 0f) })
                .SetPrice(1200)
                .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_cell)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.ReactorCellPassive), true, rf_main)
                .AddComponent(out Reactors.ModuleReactorHolder moduleReactor)
                .SetDamageableType(ManDamage.DamageableType.Rock)
                .RegisterLater();
                moduleReactor.ThisCapacity = 4f;
            }
            {
                new BlockPrefabBuilder("HEBlock_111")
                .SetBlockID(98351)
                .SetName("Reactor Blast Block").SetDescription("A dense heat-resistent block that can widthstand the jets radiated by a reactor ring. Or a flamethrower.")
                .SetMass(3f).SetHP(550).SetGrade(2)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                .SetPrice(400)
                .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_blast_block)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.ReactorBlastBlock), true, rf_main)
                .SetDamageableType(ManDamage.DamageableType.Rock)
                .RegisterLater();
            }
            {
                var coolerPrefab = new BlockPrefabBuilder("HEBlock_111")
                                   .SetBlockID(98353)
                                   .SetName("Reactor Cooler").SetDescription("It's a spinny!")
                                   .SetMass(1f).SetHP(500).SetGrade(2)
                                   .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.Bottom)
                                   .SetPrice(400)
                                   .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Accessories)
                                   .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_cooler)))
                                   .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.ReactorCooler), true, rf_main)
                                   .AddComponent(out Reactors.ModuleReactorCooler moduleCooler)
                                   .SetDamageableType(ManDamage.DamageableType.Rock);

                var fan = new GameObject("m_Spinner");
                fan.AddComponent <MeshFilter>().sharedMesh       = GameObjectJSON.MeshFromData(Properties.Resources.ReactorCoolerFan);
                fan.AddComponent <MeshRenderer>().sharedMaterial = rf_main;
                fan.layer = Globals.inst.layerTank;
                var spinner = fan.AddComponent <Spinner>();
                var tS      = typeof(Spinner);
                tS.GetField("m_Speed", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).SetValue(spinner, 5f);
                tS.GetField("m_AutoSpin", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).SetValue(spinner, true);
                tS.GetField("m_SpinUpTime", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).SetValue(spinner, 0.75f);
                spinner.m_RotationAxis      = new Axis(Axis.AxisType.Y);
                spinner.m_SteerAxis         = new Axis(Axis.AxisType.Y);
                fan.transform.parent        = coolerPrefab.Prefab.transform;
                fan.transform.localPosition = Vector3.zero;

                coolerPrefab.RegisterLater();
            }
            {
                var mesh   = GameObjectJSON.MeshFromData(Properties.Resources.ReactorRingIV);
                var ringIV = new BlockPrefabBuilder("HE_Battery_211")
                             .SetBlockID(98354)
                             .SetName("Reactor Ring IV").SetDescription("This is a rodite generator. It pulls rodite from the connected passive blocks and produces electrical energy. It also lets off jets of heat from the spinning core, which may melt your tech")
                             .SetMass(8f).SetHP(1000).SetGrade(2)
                             .SetSizeManual(new IntVector3[]
                {
                    new IntVector3(0, 0, 0), new IntVector3(0, 0, 1), new IntVector3(0, 0, 2), new IntVector3(1, 0, 2),
                    new IntVector3(2, 0, 2), new IntVector3(2, 0, 1), new IntVector3(2, 0, 0), new IntVector3(1, 0, 0),
                }, new Vector3[]
                {
                    new Vector3(1f, -.5f, 0f), new Vector3(2f, -.5f, 1f), new Vector3(1f, -.5f, 2f), new Vector3(0f, -.5f, 1f),
                    new Vector3(1f, .5f, 0f), new Vector3(2f, .5f, 1f), new Vector3(1f, .5f, 2f), new Vector3(0f, .5f, 1f),

                    new Vector3(1f, 0f, -0.5f), new Vector3(2.5f, 0f, 1f), new Vector3(1f, 0f, 2.5f), new Vector3(-.5f, 0f, 1f),
                })
                             .SetPrice(400)
                             .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                             .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_ring_iv)))
                             .SetModel(mesh, false, rf_main)
                             .AddComponent(out Reactors.ModuleReactorRing moduleEnergy)
                             .SetDamageableType(ManDamage.DamageableType.Rock)
                             .SetCenterOfMass(new Vector3(1f, 0f, 1f));

                AddBoxCollider(ringIV.Prefab, new Vector3(1f, 0f, -.05f), Vector3.zero, new Vector3(1.15f, 1f, .7f));
                AddBoxCollider(ringIV.Prefab, new Vector3(1f, 0f, 2.05f), Vector3.zero, new Vector3(1.15f, 1f, .7f));
                AddBoxCollider(ringIV.Prefab, new Vector3(-.05f, 0f, 1f), Vector3.zero, new Vector3(.7f, 1f, 1.15f));
                AddBoxCollider(ringIV.Prefab, new Vector3(2.05f, 0f, 1f), Vector3.zero, new Vector3(.7f, 1f, 1.15f));
                AddBoxCollider(ringIV.Prefab, new Vector3(1.73f, 0f, 0.27f), new Vector3(0, -45, 0), new Vector3(1.15f, 1f, .7f));
                AddBoxCollider(ringIV.Prefab, new Vector3(0.27f, 0f, 1.73f), new Vector3(0, -45, 0), new Vector3(1.15f, 1f, .7f));
                AddBoxCollider(ringIV.Prefab, new Vector3(0.27f, 0f, 0.27f), new Vector3(0, 45, 0), new Vector3(1.15f, 1f, .7f));
                AddBoxCollider(ringIV.Prefab, new Vector3(1.73f, 0f, 1.73f), new Vector3(0, 45, 0), new Vector3(1.15f, 1f, .7f));

                moduleEnergy.ThisCapacity     = 1f;
                moduleEnergy.UseAPIDs         = false;
                moduleEnergy.DrainPerSecond   = 0.04f;
                moduleEnergy.JetCapsule1      = new Vector3(1f, 0.2f, 1f);
                moduleEnergy.JetCapsule2      = new Vector3(1f, -0.2f, 1f);
                moduleEnergy.JetCapsuleRad    = 1f;
                moduleEnergy.JetCapsuleDamage = 45f;
                Component.DestroyImmediate(ringIV.Prefab.GetComponentInChildren <EnergyGauge>());
                var power = ringIV.Prefab.GetComponent <ModuleEnergyStore>();
                power.m_Capacity           = 400;
                power.m_AcceptRemoteCharge = false;

                var daage = ringIV.Prefab.GetComponent <ModuleDamage>();
                daage.deathExplosion = Transform.Instantiate(daage.deathExplosion);
                var damage = daage.deathExplosion.GetComponent <Explosion>();
                damage.m_MaxDamageStrength       = 1400;
                damage.m_EffectRadius            = 8;
                damage.m_EffectRadiusMaxStrength = 6;
                var particles = daage.deathExplosion.GetComponentsInChildren <ParticleSystem>();
                foreach (var particle in particles)
                {
                    var m = particle.main;
                    m.startSpeedMultiplier *= 2f;
                    m.startSizeMultiplier  *= 3f;
                    m.startColor            = rf_ExplosionColor;
                }

                var jet = new GameObject("BlastJet");
                jet.AddComponent <MeshFilter>().sharedMesh       = GameObjectJSON.MeshFromData(Properties.Resources.ReactorRingIVJet);
                jet.AddComponent <MeshRenderer>().sharedMaterial = rf_glow;
                jet.transform.parent        = ringIV.Prefab.transform;
                jet.transform.localPosition = new Vector3(1f, 0f, 1f);

                ringIV.RegisterLater();
            }
            {
                var mesh  = GameObjectJSON.MeshFromData(Properties.Resources.ReactorRingX);
                var ringX = new BlockPrefabBuilder("HE_Battery_211")
                            .SetBlockID(98355)
                            .SetName("Reactor Ring X").SetDescription("This is a more powerful rodite generator. It pulls rodite from the connected passive blocks and produces electrical energy. It also lets off jets of heat from the spinning core, which may melt your tech")
                            .SetMass(16f).SetHP(2000).SetGrade(2)
                            .SetSizeManual(new IntVector3[]
                {
                    new IntVector3(0, 0, 0), new IntVector3(0, 0, 1), new IntVector3(0, 0, 2), new IntVector3(1, 0, 2),
                    new IntVector3(2, 0, 2), new IntVector3(2, 0, 1), new IntVector3(2, 0, 0), new IntVector3(1, 0, 0),

                    new IntVector3(0, 1, 0), new IntVector3(0, 1, 1), new IntVector3(0, 1, 2), new IntVector3(1, 1, 2),
                    new IntVector3(2, 1, 2), new IntVector3(2, 1, 1), new IntVector3(2, 1, 0), new IntVector3(1, 1, 0),
                }, new Vector3[]
                {
                    new Vector3(1f, -.5f, 0f), new Vector3(2f, -.5f, 1f), new Vector3(1f, -.5f, 2f), new Vector3(0f, -.5f, 1f),
                    new Vector3(1f, 1.5f, 0f), new Vector3(2f, 1.5f, 1f), new Vector3(1f, 1.5f, 2f), new Vector3(0f, 1.5f, 1f),

                    new Vector3(1f, 0f, -0.5f), new Vector3(2.5f, 0f, 1f), new Vector3(1f, 0f, 2.5f), new Vector3(-.5f, 0f, 1f),
                    new Vector3(1f, 1f, -0.5f), new Vector3(2.5f, 1f, 1f), new Vector3(1f, 1f, 2.5f), new Vector3(-.5f, 1f, 1f),
                })
                            .SetPrice(400)
                            .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                            .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_ring_x)))
                            .SetModel(mesh, false, rf_main)
                            .AddComponent(out Reactors.ModuleReactorRing moduleReactor)
                            .SetDamageableType(ManDamage.DamageableType.Rock)
                            .SetCenterOfMass(new Vector3(1f, 0.5f, 1f));

                AddBoxCollider(ringX.Prefab, new Vector3(1f, 0.5f, -.50f), Vector3.zero, new Vector3(1.15f, 2f, .7f));
                AddBoxCollider(ringX.Prefab, new Vector3(1f, 0.5f, 2.05f), Vector3.zero, new Vector3(1.15f, 2f, .7f));
                AddBoxCollider(ringX.Prefab, new Vector3(-.05f, 0.5f, 1f), Vector3.zero, new Vector3(.7f, 2f, 1.15f));
                AddBoxCollider(ringX.Prefab, new Vector3(2.05f, 0.5f, 1f), Vector3.zero, new Vector3(.7f, 2f, 1.15f));
                AddBoxCollider(ringX.Prefab, new Vector3(1.73f, 0f, 0.27f), new Vector3(0, -45, 0), new Vector3(1.15f, 2f, .7f));
                AddBoxCollider(ringX.Prefab, new Vector3(0.27f, 0f, 1.73f), new Vector3(0, -45, 0), new Vector3(1.15f, 2f, .7f));
                AddBoxCollider(ringX.Prefab, new Vector3(0.27f, 0f, 0.27f), new Vector3(0, 45, 0), new Vector3(1.15f, 2f, .7f));
                AddBoxCollider(ringX.Prefab, new Vector3(1.73f, 0f, 1.73f), new Vector3(0, 45, 0), new Vector3(1.15f, 2f, .7f));

                moduleReactor.ThisCapacity     = 1f;
                moduleReactor.DrainPerSecond   = 0.1f;
                moduleReactor.JetCapsule1      = new Vector3(1f, 1.2f, 1f);
                moduleReactor.JetCapsule2      = new Vector3(1f, -0.2f, 1f);
                moduleReactor.JetCapsuleRad    = 1f;
                moduleReactor.JetCapsuleDamage = 60f;
                Component.DestroyImmediate(ringX.Prefab.GetComponentInChildren <EnergyGauge>());
                var power = ringX.Prefab.GetComponent <ModuleEnergyStore>();
                power.m_Capacity           = 1000;
                power.m_AcceptRemoteCharge = false;

                var daage = ringX.Prefab.GetComponent <ModuleDamage>();
                daage.deathExplosion = Transform.Instantiate(daage.deathExplosion);
                var damage = daage.deathExplosion.GetComponent <Explosion>();
                damage.m_MaxDamageStrength       = 2500;
                damage.m_EffectRadius            = 12;
                damage.m_EffectRadiusMaxStrength = 10;
                var particles = daage.deathExplosion.GetComponentsInChildren <ParticleSystem>();
                foreach (var particle in particles)
                {
                    var m = particle.main;
                    m.startSpeedMultiplier *= 3f;
                    m.startSizeMultiplier  *= 4f;
                    m.startColor            = rf_ExplosionColor;
                }

                var jet = new GameObject("BlastJet");
                jet.AddComponent <MeshFilter>().sharedMesh       = GameObjectJSON.MeshFromData(Properties.Resources.ReactorRingXJet);
                jet.AddComponent <MeshRenderer>().sharedMaterial = rf_glow;
                jet.transform.parent        = ringX.Prefab.transform;
                jet.transform.localPosition = new Vector3(1f, 0f, 1f);

                ringX.RegisterLater();
            }
            {
                var mesh         = GameObjectJSON.MeshFromData(Properties.Resources.ReactorLoaderPassive);
                var loaderPrefab = new BlockPrefabBuilder("GSO_Generator_211")//"BF_PlasmaFurnace_333")
                                   .SetBlockID(98352)
                                   .SetName("Reactor Resource Loader").SetDescription("This is the rodite loader for any reactor setup on a tech.\n<b>There is only one passive AP on the bottom of this block.</b> Attach this to another passive AP to power ring generators with rodite ore or capsules.")
                                   .SetMass(3f).SetHP(400).SetGrade(2)
                                   .SetSize(new IntVector3(1, 2, 1))
                                   .SetAPsManual(new Vector3[]
                {
                    new Vector3(0, -0.5f, 0),
                    new Vector3(0, 0, -0.5f),
                    new Vector3(0, 0, 0.5f),
                    new Vector3(-0.5f, 0, 0),
                    new Vector3(0.5f, 0, 0),
                })
                                   .SetPrice(400)
                                   .SetFaction(FactionSubTypes.HE).SetCategory(BlockCategories.Base)
                                   .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.reactor_loader)))
                                   .SetModel(mesh, false, rf_main)
                                   .AddComponent(out Reactors.ModuleReactorLoader moduleReactor)
                                   .SetDamageableType(ManDamage.DamageableType.Rock)
                                   .SetCenterOfMass(Vector3.zero);

                AddBoxCollider(loaderPrefab.Prefab, new Vector3(0f, -0.175f, 0f), Vector3.zero, new Vector3(1f, 0.65f, 1f));
                AddBoxCollider(loaderPrefab.Prefab, new Vector3(0.28f, 0.5f, 0.28f), Vector3.zero, new Vector3(.2f, 1.6f, .2f));
                AddBoxCollider(loaderPrefab.Prefab, new Vector3(0.28f, 0.5f, -0.28f), Vector3.zero, new Vector3(.2f, 1.6f, .2f));
                AddBoxCollider(loaderPrefab.Prefab, new Vector3(-0.28f, 0.5f, -0.28f), Vector3.zero, new Vector3(.2f, 1.6f, .2f));
                AddBoxCollider(loaderPrefab.Prefab, new Vector3(-0.28f, 0.5f, 0.28f), Vector3.zero, new Vector3(.2f, 1.6f, .2f));

                moduleReactor.ThisCapacity = 2.5f;
                moduleReactor.APIDs        = new int[] { 0 };
                moduleReactor.UseAPIDs     = true;
                ModuleItemConsume consume = loaderPrefab.Prefab.GetComponent <ModuleItemConsume>();
                Component.DestroyImmediate(loaderPrefab.Prefab.GetComponent <ModuleAnchor>());
                //loaderPrefab.Prefab.transform.Find("BF_PlasmaFurnace_333").localPosition = new Vector3(0, 0, 0);

                Type         MIC = typeof(ModuleItemConsume);
                BindingFlags BF  = BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic;
                FieldInfo //NTBA = MIC.GetField("m_NeedsToBeAnchored", BF),
                    CS  = MIC.GetField("m_Consume", BF),
                    IP  = MIC.GetField("m_Input", BF),
                    EM  = MIC.GetField("m_EnergyMultiplier", BF),
                    OBP = typeof(ModuleItemHolder).GetField("m_OverrideBasePositons", BF),
                    RLN = typeof(ModuleRecipeProvider).GetField("m_RecipeListNames", BF);
                try
                {
                    RLN.SetValue(loaderPrefab.Prefab.GetComponent <ModuleRecipeProvider>(), new RecipeManager.RecipeNameWrapper[] { new RecipeManager.RecipeNameWrapper()
                                                                                                                                    {
                                                                                                                                        name = Reactors.ModuleReactorLoader.RecipeName
                                                                                                                                    } });
                    //NTBA.SetValue(consume, false);
                    EM.SetValue(consume, 0f);
                    (IP.GetValue(consume) as ModuleItemHolder.StackHandle).localPos = new Vector3(0, 0.37f, 0);
                    (CS.GetValue(consume) as ModuleItemHolder.StackHandle).localPos = new Vector3(0, -0.5f, 0);
                    Vector3[] overrideBasePositions = OBP.GetValue(loaderPrefab.Prefab.GetComponent <ModuleItemHolder>()) as Vector3[];
                    overrideBasePositions[0] = new Vector3(0, 0.37f, 0);
                    overrideBasePositions[1] = new Vector3(0, -0.5f, 0);
                }
                catch (Exception E) { do
                                      {
                                          Console.WriteLine(E); E = E.InnerException;
                                      } while (E.InnerException != null); }
                loaderPrefab.RegisterLater();
                BlockLoader.DelayAfterSingleton(AddRoditeRecipeList);
            }
            {
                new BlockPrefabBuilder("BF_Block_111")
                .SetBlockID(98344)
                .SetName("Reusable Fusion Bolt").SetDescription("Press this up to another of its kind and it will merge the two techs!\n" +
                                                                "Both techs must be facing the same direction, and the block must be facing eachother. " +
                                                                "Once that's done, the halves join together to form one tech, and can be separated")
                .SetMass(0.6f).SetHP(200).SetGrade(1)
                .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.Bottom)
                .SetPrice(624)
                .SetFaction(FactionSubTypes.BF).SetCategory(BlockCategories.Accessories)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.ionicboltopen)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.Ionic_Bolt_Open), true, bf_main)
                .AddComponent(out ModuleFuseHalf moduleFuse)
                .RegisterLater();
                moduleFuse.ModelForwardSignificance = false;
                moduleFuse.MakeSubstitiute          = true;
                moduleFuse.SubstituteType           = (BlockTypes)98345;
                moduleFuse.JoinOffset = Vector3.zero;

                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[] {
                    new CustomRecipe.RecipeInput(32, 2),   // Luxian Crystal
                    new CustomRecipe.RecipeInput(43, 2),   // Fibre Plating
                    new CustomRecipe.RecipeInput(2, 4)     // Rubber Jelly
                }, new CustomRecipe.RecipeOutput[] {
                    new CustomRecipe.RecipeOutput(98344)
                }, NameOfFabricator: "bffab");
            }
            {
                new BlockPrefabBuilder("BF_Block_111")
                .SetBlockID(98345)
                .SetName("Reusable Fusion Bolt Pair").SetDescription("This is a joined pair of Resusable Fusion Bolts. They can be separated like a normal bolt")
                .SetMass(1.2f).SetHP(400).SetGrade(1)
                .SetSize(IntVector3.one)
                .SetAPsManual(new Vector3[] {
                    Vector3.down * 0.5f,
                    Vector3.up * 0.5f
                })
                .SetPrice(1248)
                .SetFaction(FactionSubTypes.BF).SetCategory(BlockCategories.Accessories)
                .SetIcon(GameObjectJSON.SpriteFromImage(GameObjectJSON.ImageFromFile(Properties.Resources.ionicbolt)))
                .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.Ionic_Bolt), true, bf_main)
                .AddComponent(out ModuleFuseHalf moduleFuse)
                .AddComponent <ModuleDetachableLink>()
                .RegisterLater();
                moduleFuse.Separator      = true;
                moduleFuse.SubstituteType = (BlockTypes)98344;

                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[] {
                    new CustomRecipe.RecipeInput(32, 4),   // Luxian Crystal
                    new CustomRecipe.RecipeInput(43, 4),   // Fibre Plating
                    new CustomRecipe.RecipeInput(2, 8)     // Rubber Jelly
                }, new CustomRecipe.RecipeOutput[] {
                    new CustomRecipe.RecipeOutput(98345)
                }, NameOfFabricator: "bffab");
            }
        }
Exemplo n.º 4
0
        public static void CreateBlocks()
        {
            //var harmony = HarmonyInstance.Create("examplepack.changethisname");
            //harmony.PatchAll(System.Reflection.Assembly.GetExecutingAssembly());
            Material gso_mat = GameObjectJSON.GetObjectFromGameResources <Material>("GSO_Main"),
                     bf_mat  = GameObjectJSON.GetObjectFromGameResources <Material>("BF_Main");
            var host         = new GameObject("Motion Blocks singleton host");

            host.AddComponent <OptionMenuDensityShift>();
            host.AddComponent <GUIOverseer>();
            {
                var gso_rag = new BlockPrefabBuilder(/*"GSOBlock(111)", false*/) //Use a reference if you want quick functionality
                              .SetBlockID(9210)
                              .SetName("GSO Reflex Axis Gyro")
                              .SetDescription("This 'RAG' is capable of providing a corrective force against idle rotation, and give you the push you need for those sharp angles")
                              .SetPrice(6000)
                              .SetHP(1250)
                              .SetFaction(FactionSubTypes.GSO)
                              .SetCategory(BlockCategories.Accessories)
                              .SetIcon(GameObjectJSON.ImageFromFile(Properties.Resources.gso_reflex_axis_gyro_png))
                              .SetMass(8f)
                              .SetSizeManual(
                    new IntVector3[] {
                    IntVector3.zero, IntVector3.right, IntVector3.forward, new IntVector3(1, 0, 1)
                },
                    new Vector3[] {
                    new Vector3(0f, 0f, -0.5f), new Vector3(1f, 0f, -0.5f),
                    new Vector3(-0.5f, 0f, 0f), new Vector3(-0.5f, 0f, 1f),
                    new Vector3(0f, 0f, 1.5f), new Vector3(1f, 0f, 1.5f),
                    new Vector3(1.5f, 0f, 0f), new Vector3(1.5f, 0f, 1f)
                })
                              .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.gso_rag_base), true, gso_mat)
                              .AddComponent <ModuleReflexGyro>(out ModuleReflexGyro gyro)
                              .SetDeathExplosionReference((int)BlockTypes.GSOGyroAllAxisActive_111);
                GameObject drum = new GameObject("Gyro_Drum");
                drum.AddComponent <MeshFilter>().sharedMesh       = GameObjectJSON.MeshFromData(Properties.Resources.gso_rag_drum);
                drum.AddComponent <MeshRenderer>().sharedMaterial = gso_mat;
                drum.transform.parent        = gso_rag.Prefab.transform;
                drum.transform.localPosition = new Vector3(0.5f, 0f, 0.5f);
                gso_rag.RegisterLater();

                gyro.MaxStrength = 250f;
                gyro.Strength    = 200f;
                gyro.AllAxis     = false;
            }
            {
                var gso_ballast = new BlockPrefabBuilder()
                                  .SetBlockID(9211)
                                  .SetName("GSO Graviton Ballast")
                                  .SetDescription("Composed of a strange lead-like alloy which's gravitational influence can be altered through exposure to electromagnetic polarity")
                                  .SetPrice(750)
                                  .SetHP(600)
                                  .SetFaction(FactionSubTypes.GSO)
                                  .SetGrade(2)
                                  .SetCategory(BlockCategories.Accessories)
                                  .SetIcon(GameObjectJSON.ImageFromFile(Properties.Resources.gso_ballast_png))
                                  .SetMass(4)
                                  .SetSize(IntVector3.one, BlockPrefabBuilder.AttachmentPoints.All)
                                  .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.gso_ballast), true, gso_mat)
                                  .AddComponent <ModuleDensityShift>(out ModuleDensityShift module)
                                  .SetDeathExplosionReference((int)BlockTypes.GSOFabricator_322);
                GameObject weight = new GameObject("Ballast_Weight");
                weight.AddComponent <MeshFilter>().sharedMesh       = GameObjectJSON.MeshFromData(Properties.Resources.gso_ballast_weight);
                weight.AddComponent <MeshRenderer>().sharedMaterial = gso_mat;
                weight.transform.parent        = gso_ballast.Prefab.transform;
                weight.transform.localPosition = Vector3.zero;
                gso_ballast.RegisterLater();

                module.Range = new Vector2(4, 16);
            }
            {
                var bf_small_floater = new BlockPrefabBuilder("BF_Block_111")
                                       .SetName("Better Future Small Floater Tank")
                                       .SetDescription("When attached to a Tech, this tank heats Celestian Crystals contained within, sublimating these into Celestian Gas, which has high atmospheric buyoancy due to antigravity properties.\nHowever, at higher altitudes it has decreased effect, due to the thin atmosphere.")
                                       .SetBlockID(910601)
                                       .SetFaction(FactionSubTypes.BF)
                                       .SetCategory(BlockCategories.Flight)
                                       .SetGrade(1)
                                       .SetPrice(3096)
                                       .SetHP(400)
                                       .SetMass(0.3f)
                                       .SetIcon(GameObjectJSON.ImageFromFile(Properties.Resources.bf_small_floater_tank_png))
                                       .SetModel(GameObjectJSON.MeshFromData(Properties.Resources.bf_small_floater_tank), true, bf_mat)
                                       .SetSize(new IntVector3(1, 1, 2), BlockPrefabBuilder.AttachmentPoints.Bottom)
                                       .AddComponent <ModuleFloater>(out ModuleFloater module)
                                       .RegisterLater();

                //module.Strength;
                CustomRecipe.RegisterRecipe(
                    new CustomRecipe.RecipeInput[]
                {
                    new CustomRecipe.RecipeInput(17, 1),
                    new CustomRecipe.RecipeInput(43, 1),
                    new CustomRecipe.RecipeInput(45, 1),
                    new CustomRecipe.RecipeInput(49, 1),
                },
                    new CustomRecipe.RecipeOutput[]
                {
                    new CustomRecipe.RecipeOutput(910601)
                }, NameOfFabricator: "bffab");
            }
        }