Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - shybunks

#1
Very new to modding, and just starting with personal patches to mods I use that I'd like to tweak a bit. I've looked around for more documentation but I've had little luck. This is my first post so please forgive any formatting issues.

At the moment I'm trying to find a way to add power generation (identical to the vanilla "Chemfuel Powered Generator") to the Dropship from the OHU Dropships mod. https://ludeon.com/forums/index.php?topic=31906.0
My primary question is regarding the xml <ThingDef>s. The main Dropship from the mod uses the same
<comps>
  <ii Class="compProperties_Refuelable"> as the vanilla Power Generator, but at a different <fuelConsumptionRate>. so my first question: Is it's possible to establish different fuel consumption rates for different functions of the same building?

Secondly, I wouldn't want to have the ship burning fuel at all times. Is there a way to add the Flickable trait to
<li Class="CompProperties_Power"> without it also effecting the functionality of the mods own flight properties?

The only way I can see it being possible is if the game cares about the order of different properties within the xml file but I wouldst be surprised if what I'm asking just isn't possible. I'm less than a novice when it comes to modding, so if this question has a super obvious answer that is explained elsewhere, I would also appreciate guidance to this source of knowledge.

I hope this post makes at least some amount of sense to someone with the knowledge to help, but thanks for reading regardless!