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Author Topic: [ Help ] Adding new facility  (Read 719 times)

Flammable

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[ Help ] Adding new facility
« on: July 16, 2018, 04:14:12 AM »

Hi everyone. I'm trying to make a mod that adds a new facility to the game. It is supposed to increase the joy of using a tv etc. but i don't know why when I build it, it says 'inactive' next to entertainment strength factor.  :-\  Code below:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <ThingDef Name="BuildingBase" Abstract="True">
        <category>Building</category>
        <thingClass>Building</thingClass>
        <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
        <selectable>true</selectable>
        <drawerType>MapMeshAndRealTime</drawerType>
        <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
        <repairEffect>Repair</repairEffect>
        <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
        <filthLeaving>BuildingRubble</filthLeaving>
        <statBases>
            <SellPriceFactor>0.70</SellPriceFactor>
        </statBases>
    </ThingDef>

    <ThingDef ParentName="BuildingBase">
        <defName>Console</defName>
        <label>games console</label>
        <graphicData>
            <texPath>Things/Building/Misc/Console</texPath>
            <graphicClass>Graphic_Multi</graphicClass>
            <drawSize>(2,1)</drawSize>
            <color>(96,114,95)</color>
            <damageData>
                <cornerTL>Damage/Corner</cornerTL>
                <cornerTR>Damage/Corner</cornerTR>
                <cornerBL>Damage/Corner</cornerBL>
                <cornerBR>Damage/Corner</cornerBR>
            </damageData>
        </graphicData>
        <altitudeLayer>Building</altitudeLayer>
        <passability>PassThroughOnly</passability>
        <castEdgeShadows>true</castEdgeShadows>
        <staticSunShadowHeight>0.35</staticSunShadowHeight>
        <fillPercent>0.5</fillPercent>
        <canOverlapZones>false</canOverlapZones>
        <statBases>
            <MaxHitPoints>100</MaxHitPoints>
            <WorkToBuild>1800</WorkToBuild>
            <Mass>40</Mass>
            <Flammability>1.0</Flammability>
        </statBases>
        <description>Increases work speed. Needs to be placed near workbench. One workbench can be simultaneously linked to only two tools cabinets.</description>
        <size>(2,1)</size>
        <costList>
            <Steel>200</Steel>
        </costList>
        <designationCategory>Misc</designationCategory>
        <minifiedDef>MinifiedFurniture</minifiedDef>
        <comps>
            <li Class="CompProperties_Facility">
                <statOffsets>
                    <EntertainmentStrengthFactor>0.5</EntertainmentStrengthFactor>
                </statOffsets>
                <linkableBuildings>
                    <li>PokerTable</li>
                    <li>TubeTelevision</li>
                </linkableBuildings>
            </li>
        </comps>
        <placeWorkers>
            <li>PlaceWorker_ShowFacilitiesConnections</li>
        </placeWorkers>
    </ThingDef>

</Defs>
I've also added screen in the attachment.

[attachment deleted due to age]
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AileTheAlien

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Re: [ Help ] Adding new facility
« Reply #1 on: July 16, 2018, 11:07:41 AM »

The only two things I see that might be problems, are:
- You're overriding the BuildingBase definition that everything else in the game uses. You don't want to do that if you just want to add a new building.
- You've got the <linkableBuildings> defined in your game-console building, rather than in the TV / other buildings that will hook up to it. Maybe it's bi-directional, but the tool-cabinet you're copying off of has the stat bonus defined in the tool-cabinet, and the linkable defined in the benches. Maybe putting that into the TV will work?
« Last Edit: July 17, 2018, 10:55:35 PM by AileTheAlien »
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Flammable

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Re: [ Help ] Adding new facility
« Reply #2 on: July 17, 2018, 04:16:49 AM »

You're right. I've added it to linkable facilities in tv and everything seems to be working! Thank you.
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