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!
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!